V: Armoury lasgun EM spectrum chaff, all designed to block eyesight and even
advanced visual detection. The effect is short-lived, but
Produced in a multitude of different styles and patterns, the while it lasts provides excellent cover for advancing forces.
lasgun can be found on almost every world of the Imperium, The effects of this grenade last for 1d10 Rounds (shorter in
where its robust design and dependability make it a favoured conditions such as prevailing winds or industrial ventilation).
weapon of both the Emperor’s faithful and many of their foes.
astaRtes fRag gRenades and missiles
laspistol
The Adeptus Astartes fill their large fragmentation (or frag)
The laspistol is most commonly used by lower ranking grenades and missiles with powerful explosives and aerodynamic
Imperial officers and agents. On many worlds it is common metallic shards. The high velocity shrapnel created when they
for almost every member of society to be armed with one as detonate is deadly against common infantry.
a matter of course. Almost every Forge World has their own
pattern and style, as the basic weapon is so simple that it astaRtes inCendiaRy gRenades and
allows a multitude of variations. missiles
GrenAdes And missiles Incendiary explosives are commonly employed to flush out
enemies entrenched behind cover. These projectiles contain
Frag and krak grenades are standard munitions across slow-burning promethium distillate that ignites when the
virtually all of the Emperor’s armies, from Imperial Guard grenade explodes. Any target within the Blast radius must
conscripts to the Adeptus Astartes, whose versions of these succeed on an Agility Test or catch fire. Furthermore, the area
explosives are no exception to their rule of superlative arms. remains on fire for another 1d5 Rounds as the promethium
The Deathwatch has access to an even wider range of grenade continues to burn. Anyone remaining within that area must
types, including rare and exotic projectiles only whispered of continue to take Agility Tests or catch fire until the flames die.
by common soldiers as the stuff of fables.
astaRtes kRak gRenades and missiles
All of the grenades listed here can either be thrown by
hand or used in a grenade launcher. Missiles must be fired Krak grenades and missiles use concentrated explosives to
from a missile launcher. punch holes in armoured targets such as vehicles or bunkers.
The powerful detonations do not produce a blast effect
astaRtes blind gRenade however, making them impractical for use against most
infantry or moving targets.
Blind grenades explode with a burst of dense dark
grey smoke including IR bafflers and broad-band
Table 5–6: Grenades and Missiles
Name Class Range RoF Dmg Pen Special Wt Req Renown
Astartes Blind Grenade Thrown SBx3 S/–/– – 0 Smoke 0.8 10 –
Astartes Frag Grenade Thrown SBx3 S/–/– 2d10 X 0 Blast (5) 0.8 1† –
Astartes Frag Missile – – – 2d10 X 4 Blast (8), Devastating 2 5† –
(1)
Astartes Incendiary Thrown SBx3 S/–/– 1d10+4 E 0 Blast (3) 1 15 –
Grenade
Astartes Incendiary Missile – – – 1d10+3 E 0 Blast (5) 2 15 –
Astartes Krak Grenade Thrown SBx3 S/–/– 3d10+4 X 6 – 0.8 1† –
Astartes Krak Missile – – – 4d10+6 X 10 Blast (1) 2 5† –
Astartes Nova Grenade Thrown SBx3 S/–/– 1d10 E 0 Blast(3) 0.8 15 –
Astartes Plasma Grenade Thrown SBx3 S/–/– 1d10+12 E 8 Blast (1), Special, 2 20 Distinguished
Volatile
Astartes Plasma Missile – – – 2d10+12 E 12 Blast (3), Special, 3 25 Distinguished
Volatile
Astartes Stasis Grenade Thrown SBx3 S/–/– – 0– 1 N/A N/A
Astartes Stun Grenade Thrown SBx3 S/–/– – 0 Blast (5) 0.8 10 –
EMP Grenade Thrown SBx3 S/–/– – 0 Haywire (3) 0.5 30 Respected
Photon Flash Grenade Thrown SBx3 S/–/– Special 0– 0.5 5 –
Vortex Grenade Thrown SBx3 S/–/– Special 0– 1 N/A N/A
†Frag and krak grenades are standard issue; frag and krak missile supplies are included with any missile launcher. Requisition value is only for
evaluating requests deemed “excessive”.
150
astaRtes nova gRenade thRowing gRenades V: Armoury
Photo-visors and similar ocular protection are common Throwing grenades requires no special training or
among the Deathwatch’s foes. This more powerful Talents and is resolved using a Ballistic Skill Test
version of a flash grenade was designed to overpower including any modifiers (such as range). On a miss, the
standard input filtering. Each sphere contains a minute thrown grenade goes in a random direction—see the
amount of plasma suspended in carbon gas. When ignited, scatter diagram on page 248.
the resulting fusion is similar to the effect of a collapsing
star, and the emitted light achieves an extreme absolute when a gRenade “Jams”
magnitude. However, the ability to thwart auto-senses is a
double-edged sword for Battle-Brothers, and nova grenades Whenever a jam results from throwing a grenade
must be strategically utilised lest they blind their own forces. or firing a grenade launcher or similar weapon (see
Weapon Jams, page 249), something unfortunate has
In addition to taking damage from the shock wave, happened. Roll 1d10. On any result other than 10, the
anyone within the Blast radius must make a Very Hard explosive is simply a dud and nothing happens. On a
(–30) Toughness Test or be Blinded (see page 260) for 10, the explosive detonates immediately with the effect
1d10 Rounds. Photo-visors, autosenses, and similar vision centred on the attacker. If the explosive was fired from
protection decreases this Test to Difficult (–10). Anyone a launcher, it detonates in the barrel, having its normal
within 20 metres of the detonation point must make a normal effect as well as destroying the weapon.
Toughness Test or be Blinded for 1d5 Rounds (identical to a
flash grenade—vision protection works normally). The grenade generates a stasis field with a radius of two
metres; it lasts for 1d5 rounds (which the GM should roll and
astaRtes plasma gRenade reveal only when it expires). Everything inside this bubble is
cut off from the normal flow of time. Anyone and anything
These highly lethal grenades use a deliberate plasma inside the affected area does (and perceives) nothing until the
containment failure, erupting into blasts of white-hot energy. field dissipates. Characters outside the stasis field can see the
The dense plasma core of an Astartes plasma grenade is not frozen moment but cannot interact with it in any way.
fully consumed in the initial explosion and leaves a glowing,
energized orb that continues to sear the area like a miniature astaRtes stun gRenade
sun. This tiny stellar body continues to do the plasma
grenade’s full damage to the Blast area for an additional 1d5 Stun grenades use a combination of a loud explosive and a
Rounds after the Round it detonated. flash of light to momentarily incapacitate targets without
causing lasting injury before an assault is launched, making
astaRtes plasma missile them an excellent opener in non-lethal engagements. Anyone
caught in a stun grenade’s blast must pass a Challenging
A larger incarnation of the plasma grenade, a salvo of plasma (+0) Toughness Test or become Stunned for 1d10 rounds.
missiles can easily turn enemy troops into a smoking crater. Photo-visors and sealed armour provide a +20 bonus to this
Indeed, a Battle-Brother must take care when firing one of Test, while input filtering renders one completely immune.
these dangerous weapons that his own Kill-team is sufficiently
out of harm’s way. Plasma missiles have the same continuing emp gRenade
effect as a plasma grenade. In addition, they pose an additional
threat to vehicles. The plasma core can become fused with the A rare example of xenos technology employed in limited
hull, leaving no escape. If a plasma missile attack on a vehicle capacity by the Deathwatch, the exact form of such a grenade
scores 4 or more degrees of success, the Blast radius becomes varies with its origin. The function of an EMP grenade is
centred on the vehicle rather than a stationary point. to generate a field of electro-magnetic static that interferes
with most technology and generally causes machine spirits
astaRtes stasis gRenade to malfunction. There are many appellations for this weapon:
EMP, Haywire, Scrambler, and it takes many shapes including
Stasis fields are used throughout the Imperium those found with the Tau and the Eldar.
to hold time at bay, essentially trapping whatever
is inside them in a single moment. Uses run from photon flash gRenade
mundane food storage to the preservation of the
Ultramarine’s Primarch. A stasis grenade is simply an impact- Photon flash or simply flash grenades detonate in a sudden
triggered version of the same technology, most commonly and brilliant flare, blinding anyone nearby and overloading
used to temporarily neutralize a threat. many common vision protection systems such as visors.
Those caught without high quality eye protection are usually
To call a stasis grenade rare and dangerous is a grave left blinded and defenceless. Anyone within 15 metres of a
understatement. One may occasionally be distributed along photon flash grenade when it detonates must succeed on a
with the general Requisition Points for a Mission if the Watch Toughness Test or be blinded for 1d5 Rounds.
Captain deems necessary, but a stasis grenade may never be
Requisitioned through the usual means.
151
V: Armoury voRtex gRenade astaRtes missile launCheR
(soundstRike-patteRn)
This dreaded example of lost technology tears
open the very fabric of reality, creating a rift A missile is fitted with stabilisation and guidance systems to
into the warp. Needless to say, the results of aid in its accuracy, which is excellent at long ranges. Access to
such a desperate action are highly unpredictable the variety of long distance warfare options these explosive
and almost as likely to backfire on he who used it. For all rounds provide requires a missile launcher. The standard
the nightmarish stories of daemons crawling through the Astartes missile launcher is a tube-like weapon that fires a single
breach, and vortexes that still re-appear like phantoms on old round at great accuracy. The Soundstrike pattern overcomes
battlefields, there is no better way to ensure a threat is utterly the single capacity of the launch tube by attaching a special
destroyed than to see it sucked into the immaterium. missile rack and auto-loader to a backpack power unit. The
auto-loader’s gripping claw rapidly refills the launcher from
The secrets of vortex grenades are jealously guarded by the back-mounted ammo source, allowing the Battle-Brother
the Adeptus Mechanicus, and some question whether Forge to fire the missiles of his choice without interruption until his
Worlds capable of their manufacture still exist. Certainly, their missile rack is depleted.
supply in the Adeptus Astartes seems ever-dwindling, and it is
a dire threat indeed that warrants their precious and perilous r
expenditure. Like stasis grenades, a single grenade may only be
allotted at the Watch Captain’s option. When a Space Marine’s enhanced strength is not adequate to
propel his choice of grenades far enough, an auxiliary grenade
The vortex grenade has a radius of 3 metres. Anyone within launcher can be employed. These compact tubes hold a small
this area can spend his Reaction to attempt to Dodge out of it row of pre-primed grenades. An auxiliary grenade launcher is
before the rift fully forms (see Dodging Area Effects on page most commonly mounted above or below the barrel of a basic
238). Those who fail, along with everything else in the area, are weapon in a manner similar to a combi-weapon. However,
dragged into the warp, never to be seen again. Each Round, the models with standalone trigger mechanisms are also available.
capricious vortex winks in and out of existence. It has a 50% If attached to another weapon, the user must choose which
chance of closing permanently when this happens. Otherwise, one to fire; the launcher cannot be fired in the same Turn
it reappears 2d10 metres in a random direction from its last as the weapon it is attached to. This weapon may also be
manifestation—see the Scatter Diagram on page 248. mounted on Terminator Armour. Doing so, however, doubles
this weapon’s Requisition cost.
lAunchers
exotic WeApons
With their super-human strength, Space Marines are capable
of throwing projectiles further than some Imperial weapons The Deathwatch has access to weapons so rare that the
can shoot. This relegates grenade launchers to a secondary average Imperial citizen has not even envisioned them. Some
weapon, usually affixed to a bolter or similar convenient items represent ancient patterns that only Adeptus Astartes
location. Missile launchers are the more frequent choice when artificers still understand the proper ways to create and
a Mission calls for long-range firepower. Requisitioning a maintain, while others are unique to the Deathwatch and
missile launcher includes the requisition of frag and/or krak their origins are best left unquestioned. Exotic weapons are
missiles sufficient to keep the weapon loaded with whatever not only extraordinarily rare but also especially difficult to
configuration of the two missile types is desired. Alternative operate. Such weapons require specialised training, and each
missile types must be Requisitioned as normal. must be mastered separately with a different Talent.
To use the various classes of launchers, a character must r
have the Pistol Training (Launcher), Basic Weapon Training
(Launcher), or Heavy Weapon Training (Launcher) Talents. A small number of these rare and deadly archeotech devices
Setting explosives requires the Demolition skill (see Chapter circulate through the hands of senior Techmarines. By using
III: Skills, pages 97-98). the energy stored in atomic bonds, a conversion beamer can
annihilate creatures, vehicles, or nearly anything its beam
r reaches, provided it is given time to build to critical mass.
When fired, a conversion beamer expels a stream of neutron-
Cyclone missile launchers were specially designed for use bombarded particles, beginning an atomic chain reaction
with Tactical Dreadnought armour. Valuable enough for that converts matter to energy in a blazing beam that hurtles
their ability to launch missiles rapidly from the twin racks,
this back-mounted missile system also makes up for some of
Terminator armour’s inflexibility by providing more options
in combat. Each of the missile racks may be loaded with a
different missile type, allowing the user to decide which type
to fire each round.
152
Table 5-7: Exotic Weapons
Name Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown
100m S/–/– Varies Varies 4 2 Full 85 40† Hero
Astartes Conversion Beamer Heavy 4m S/–/– 2d10+2 E 3 1 Special – 0.1 35 Famed
4m S/–/– 1d10+4 E 7 1 Special 0.1 35 Famed
Astartes Digital Flamer Pistol 4m S/–/– 2d10+5 E 12 1 Special Flame†† 0.1 35 Famed
Astartes Digital Laser Pistol Reliable 4 20 –
Astartes Digital Melta Pistol –
Astartes Sniper Rifle Basic 200m S/–/– 1d10 R 0 6 2 Full Accurate,
Felling (1),
Toxic
† Only Techmarines are entrusted with this weapon. V: Armoury
†† Add +4 to Damage from fires started by this weapon
Reloading a Digital Weapon requires 1d5 hours and a successful Challenging (+0) Tech-Use Test.
towards the target. As the escalating reaction travels, more Melee Weapons
and more air molecules are converted into a deadly blast that
finally consumes the target in an explosive release of energy. “Only when your hearts have beat to the same pulse of clashing
weapons as your enemy’s, only when his blood anoints you, and you
Conversion beamers are more powerful at long ranges as glimpse the blackness waiting for us all in his dying eyes—only then
they can absorb more matter into the blast’s strength before it have you known battle.”
hits. At distances of up to 15 metres, it does 1d10+9 Damage
and has a Penetration of 2. Over that distance and up to Short –Brother-Captain Furio of the Blood Angels
Range, it does 3d10+9 Damage with a Penetration of 8 and
gains the Felling Quality. Against targets further than Short Any witness to the ruthless efficiency of an Assault
Range it does 6d10+12 Damage with a Penetration of 14 squad can attest that Space Marines are as great a
and possesses the Felling and Blast(2) Qualities. threat at close range as they are raining bolter fire
from a distance. The Codex Astartes lays out many tactical
astaRtes digital weapons uses for warriors that can engage the enemy in close quarters,
but for some Chapters, the drive to excel in hand to hand
Digital weapons, or digi-weapons as they are commonly is as simple as the need to look one’s foe in the eyes before
known, are miniaturised guns so advanced that most foes eviscerating him.
mistake them for mere ornamentation until the digi-weapon
unleashes the firepower of a full-sized pistol. The ranking The combination of a Space Marine’s enhanced physiology
Space Marines outfitted with such archeotech devices usually and his power armour makes even the simplest of weapons
install them along the finger ridge of a glove for practical lethal in his hands. Melee weapons range from the simple
reasons. Rings are a more common design among Imperial but effective combat knife, to revered relics from ages gone
nobles and military elite who are less likely to be wearing by—artefacts which could never be created again in this
powered gloves. Digi-weapons exist that replicate the dark millennium.
functions of a variety of deadly weapons. However, each
weapon can only be fired once, and reloading a digi-weapon chAin WeApons
is exceptionally difficult. A character can wear up to one digi-
weapon per finger—not thumbs—and a digi-weapon can be Variations of these brutal war-devices are found throughout
fired even if the character is holding something else in his the galaxy. This simple but effective technology employs fast
hands. Digi-weapons may be used in melee like pistols. moving chains with serrated metallic teeth running across a
weapon’s edge. Once engaged, the chain drive roars loudly
astaRtes snipeR Rifle to life, acting as a clear warning to all. Even the slightest
impact can tear open flesh, and solid blows can cut through
The needle rifle offers the perfect combination of range, stealth, most armour. To use chain weapons, a character must have the
and deadliness. A low-power laser beam propels small slivers Melee Weapon Training (Chain) Talent.
of crystallised toxin that, once lodged in flesh, dissolve into the
bloodstream almost instantly. Many chemicals can be solidified astaRtes ChainswoRd
into such rounds with the right equipment, and a variety are
in use by the Deathwatch. The most common compound (and The Chainsword has served many a Battle-Brother during his
the standard ammunition for this weapon) is a viral toxin that time in an Assault Squad. These weapons generally have a flat
leaves most enemies dead within moments of being wounded. carapace containing the chain with only the forward curved
As they have no muzzle flash, needle weapons are ideal for section open where the spinning chain teeth can bite into
assassinations. The only argument against these exquisite
weapons is that the brittle rounds have little penetrating power, flesh and bone.
making them next to useless against heavily armoured targets.
153
Table 5-8: Melee Weapons
Name Class Dmg Pen Special Wt Req Renown
Chain Weapons 5–
Astartes Chainsword Melee 1d10+3 R 4 Balanced, Tearing 10 40 Famed
30/45 Distinguished
Power Weapons 20 Respected
30 Distinguished
Astartes Chainfist Mounted 2d10† E 10 Power Field, Tearing 48 20 Respected
30 Distinguished
Astartes Lightning Claw Melee 1d10+6 E 8 Power Field, Special, 30 30†† Distinguished
Tearing
3††† –
Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 3††† —
3††† –
V: Armoury Astartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy 25
25 Respected
Astartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 25 Respected
Astartes Thunder Hammer Melee 2d10+5 E 8 Power Field, Concussive, 18 N/A –
Unwieldy N/A –
Omnissian Axe (Astartes-Pattern) Melee 2d10+6 E 6 Power Field, Unbalanced 14
† Chainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.
†† Only Techmarines are entrusted with this weapon.
Traditional Weapons
Astartes Combat Knife Melee 1d10+2 R 2 – 2
Ceremonial Sword†††† Melee 1d10+3 R 2 Balanced 5
Sacris Claymore†††† Melee 2d10+2 R 2 Unbalanced 10
Force Weapons
Astartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5
Astartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5
Other Melee Weapons
Primitive Weapons Melee 1d10 I 0 Primitive –
Improvised Melee 1d10–2 I 0 Primitive, Unbalanced –
†††For additional weapons beyond standard issue
†††† See Page 170 for description
poWer WeApons A chainfist replaces the normal glove on Terminator
Armour, and imposes the same weapon restrictions and
Power weapons project a disruptive energy field along the manual dexterity penalties as a lightning claw.
blade or head of a weapon, allowing it to slice armour or
strike with explosive impact. In theory, any weapon can be astaRtes lightning Claws
upgraded to a power weapon given the necessary technology,
though in practice there is a traditional array in use by the Simply wearing lightning claws is a
Adeptus Astartes. The sight of an angel of vengeance charging statement about the wielder’s expertise in
into battle is intimidating in its own right. When his weapon battle. Constantly honed melee prowess
or fist itself suddenly flares to life in a halo of electricity, it and a willingness to sacrifice easy access
becomes truly inspiring—or terrifying—depending on which to ranged weaponry is necessary to utilise
side of the charge you are on. A power weapon can still be these weapons to their full effect. For these
used as an ordinary weapon should its power source become reasons, lightning claws are usually seen in
inhibited or damaged. the hands of senior assault specialists.
astaRtes Chainfist A lightning claw is a heavy gauntlet
that replaces the normal glove on Astartes
A chainfist combines the matter-cleaving power field of a power armour. Its extra bulk contains the
power fist with the rending adamantite teeth of a chainblade. mechanisms that power four individual
The field envelopes both the huge gauntlet and the whirring power blades, which extend like crackling
blade, yielding a weapon capable of slicing through armour, talons from the back of the hand. While the lethal design of these
vehicles, heavy cruiser bulkheads, or nearly any other weapons is enough to ensure they can shear through armour
substance in the galaxy given enough time. These weapons nearly as easily as flesh, when used as a pair by an accomplished
are too unbalanced for even a Battle-Brother in standard close combatant, they become pure instruments of death.
Astartes power armour to wield effectively; chainfists are only
capable of being used with Terminator armour. This is just Lightning claws do an additional point of Damage per degree
as well, as any foe dreadful enough to warrant use of this of success on the Attack roll. When a character is equipped with
weapon certainly calls for equally potent protection. a pair of lightning claws, they instead do 2 additional points of
Damage per degree of success. The blades on lightning claws may
be sheathed or unsheathed as a Ready action, but their bulk makes
154
it impossible to effectively use ranged weapons of any class other the pulverising blow are likely to be incapacitated by the V: Armoury
than Thrown in the applicable hand(s) even when the blades are shockwave that follows. Many Battle-Brothers balance the
retracted. In addition, the poor manual dexterity penalty increases clumsy nature of attempting to parry with a thunder hammer
to –20. When Requisitioning a pair of lightning claws for one by pairing it with a storm shield; the Storm Wardens are said
character, the Requisition needed for the second claw is halved. to be so fond of this combination that some practice a combat
style developed specifically around it.
astaRtes poweR axe
omnissian poweR axe
Power axes allow for greater impact when striking than a power (astaRtes patteRn)
sword, but are less nimble in the hand. Their inferior defensive
capabilities are often mitigated by pairing them with combat Often carried by Techmarines to show their devotion to the
shields or even more sophisticated means of protection. Still, Omnissiah, this weapon has a long staff-like body tipped with
they have a reputation as a brutal and unsubtle weapon; the half of the circular Adeptus Mechanicus skull and cog icon. The
choice to employ one is often more personal than strategic. symbol forms a blade and is sheathed in a power field. Arcs of
energy illuminate the ridged blade and light the skull’s eyes with
astaRtes poweR fist a hungry glow, leaving little doubt that—even while covered
with inscribed circuitry designs indicating its sacred nature—this
A power fist generates an energy field religious icon is also a deadly weapon in a Space Marine’s powerful
so violently disruptive that the weapon hands. The Ommnisian axe also functions as a combi-tool.
inside it is of little consequence. Therefore,
instead of surrounding a traditional Force WeApons
weapon, the field envelopes an oversized
and augmented glove. Backed by a Battle- The psi-lattice circuitry in force weapons is said to originate
Brother’s strength, a power fist can sunder with the Emperor himself when he walked among mortal
even the heaviest armour or rupture flesh men. These weapons combine this archeotech circuitry pattern
as though bursting a bloody, overripe with the same rare, psycho-reactive crystal used in psychic
fruit. Keeping these superior energy fields hoods to channel the mental power of a psyker into deadly,
charged requires heavy cables linked to the armour’s power system. reality-rending force. Force weapons can take many forms, and
The generators are also rare and difficult to maintain, making such comprise several specialised variants; the most well known
a weapon a sign of status, even within the Adeptus Astartes. within the Adeptus Astartes are the Nemesis weapons of the
Grey Knights. Force swords are the easiest of such weapons for
A power fist adds a multiplier to the wielder’s Strength Bonus. a Librarian to obtain, followed by force staffs.
(Note: A Space Marine already doubles his Strength Bonus from
his Unnatural Strength Trait. Therefore, the Power Fist increases Unless wielded by a psyker, force weapons simply count
the multiplier by one, tripling the Space Marine’s Strength as a Common Astartes-sized weapon of the appropriate type
Bonus) It replaces the normal glove on Astartes power armour, with the Damage listed in the weapon’s profile. However, in
and imposes the same weapon restrictions and manual dexterity the hands of a wielder with a Psy Rating, they are much more
penalties as a lightning claw. potent. For every point of Psy Rating the wielder has, the
weapon’s Damage and Penetration increase by +1. For example,
astaRtes poweR swoRd an Astartes force sword wielded by a character with Psy Rating
3 would inflict 1d10+5 (plus SB) and have a Penetration of 5.
Power weapons require great investments of time and rare
materials to produce. Therefore, power swords are typically In addition to normal Damage, whenever a psyker damages
reserved for ranking members of the Adeptus Astartes. Elegant an opponent, he may, as a Free Action, channel psychic force
but effective, they allow the user greater attack options and and killing will into the blade. This requires a Focus Power
defensive responses than many other varieties of power Test using Opposed Willpower. For every degree of success,
weapon. This efficient design makes them popular with officers the force weapon’s wielder deals an additional 1d10 Damage,
regardless of whether they specialise in close combat or not. ignoring the victim’s Armour and Toughness Bonus. Force
weapons cannot be destroyed by a power weapon’s field.
r
astaRtes foRCe staff
The furious energy blast released when these weapons strike
creates waves of booming concussive force as loud as thunder, A force staff houses its core psi-lattice inside a sturdy casing
from which their name originates. Enemies that survive made from polished metal, bone, exotic wood, or any
number of other materials. Usually topping a force staff is an
elaborate, circuitry-laced concentration icon whose imagery
coincides with the weapon’s origin. A force staff acts as an
exceptional Psy-Focus, granting +15 to Invocation Tests. This
bonus applies as long as the staff is held in at least one hand.
However, striking with the weapon requires both hands.
155
V: Armoury astaRtes foRCe swoRd Weapon
Upgrades
A force sword’s blade glows with the pattern of embedded
channelling circuitry, and flares brightly every time the Weapons can be fitted with upgrades to enhance
wielder activates the sword. The composite adamantine alloys their utility. Each Upgrade description lists which
are honed to a monomolecular edge. Empowered by both the weapons it may be applied to. The Requisition
Battle-Brother’s superhuman strength and his powerful mind, cost for an Upgrade covers both the technological
a force sword in a Librarian’s hand can shear through flesh components to fit the weapon, as well as any labour required
and armour with astonishing ease. to install them in it. Many Techmarines prefer to make these
upgrades themselves, but doing so does not decrease the
trAditionAl WeApons Requisition required.
Basic hand weapons are a common sight throughout the aRm weapon mounting
Imperium and beyond; in much of the war-torn galaxy it is
unthinkable to venture forth without some form of visible This heavy bracing allows a single ranged weapon to be
protection. Primitive weapons range from simple metal swords mounted along the arm, with specific hand movements or
used by poor serfs to the technologically sophisticated blades MIU input triggering the weapon. This allows the user to
employed by the Adeptus Astartes. keep both hands free, and can have a strong visual impression
as the Battle-Brother brings forth a storm of destruction with
astaRtes Combat knife the sweep of his hand. This upgrade reduces the weapon’s
Range by 30%. It is also possible to mount a weapon at the
When a Battle-Brother’s last grenade has been thrown, when shoulder instead of on the forearm, with the same effects.
his bolt rounds are spent and the enemy tide continues to
swell, he can always turn to his combat knife. Every Space Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or
Marine is issued one of these blades as soon as he recovers Auxiliary Grenade Launcher
from receiving his implants, and he carries it up until his final
moment of battle. This large knife—easily the size of a normal astaRtes melee attaChment
human’s sword—holds a mono-molecular edge that never
dulls, even through centuries of service. In some Chapters The value of a bayonet or similar combat attachment on a
combat knives are passed down through the generations, with ranged weapon is unquestioned, giving the wielder versatility
the deeds of their owners etched upon them. In others, the to deal with enemies close-up without having to change
forging of metal into blade is simultaneous with the forging weapons. However, the common spear-like attachments made
of a recruit into Space Marine, and his combat knife is laid to for normal human weapons would be an insult to both a
rest when he is. Space Marine and his weapon. The Adeptus Astartes utilize
fine, mono-edged blades and whirring chain attachments
pRimitive weapon that are almost as effective in melee combat as a dedicated
sword. Melee attachments are available that allow the weapon
Catalogues of low-tech weapon variants across the galaxy fill to count as either a Combat Knife or a Chainsword in close
floors of Administratum archives in the Prol system. However, combat, although in the latter case it lacks the Balanced
such distinctions are largely frivolous when a Primitive weapon Quality.
is pitted against the armour and constitution of an Adeptus
Astartes. Sticks, iron knives, finely crafted feudal swords, or Upgrades: Any Basic ranged weapon
giant two-handed warhammers; if made of common materials,
none of these have but a prayer of cracking a Battle-Brother’s r
advanced armour, much less doing him harm. Therefore,
melee weapons with the Primitive Quality are represented by Because a Deathwatch Kill-team is often deployed without
one general profile. GMs should feel free to add appropriate support, the ultimate in battlefield flexibility is required. The
modifiers and Qualities for different variations if it anti-grav plates and studs of suspensors attach to a weapon or
becomes relevant. equipment, making it easier to use by offsetting some of the
weight. Suspensors reduce the weight of a weapon by half,
impRovised allowing Heavy weapons to be deployed in a wider range
of situations. When firing a weapon with suspensors, the
Improvised weapons can take many forms, but are generally operator counts as having the Auto-stabilised Trait—meaning
any handy weighted object such as table legs, severed limbs he always counts as braced and may fire the weapon on semi-
or artillery shell casings. Hitting someone with the butt or full-automatic as a Half Action and never suffers penalties
of a basic ranged weapon (such as a boltgun) counts as an for moving and firing.
improvised weapon.
Upgrades: Any Heavy ranged weapon
156
Table 5-9: Weapon Upgrades Wt Req Renown V: Armoury
+1.5 10 Distinguished
Name +2 7 –
Arm Weapon Mounting +8 9 –
Astartes Melee Attachment (Mono) x1/2 25 Respected
Astartes Melee Attachment (Chain) +1 2 –
Deathwatch Suspensor – 5 –
Fire Selector +0.5 20 Respected
Dipole Mag-lock +0.5 10 –
Motion Predictor +0.5 10 –
Preysense Sight +0.5 3 –
Red-Dot Laser Sight +1 6 –
Silencer
Telescopic Sight
r Upgrades: Any non-Primitive ranged weapon capable of
semi-auto or full auto fire. The target acquisition component
A staple tool of the Deathwatch, a shot selector allows for of a Motion Predictor must be installed as a sight, and a gun
speed and ease of switching between magazines of different may only have one sight.
ammunition, maximising tactical flexibility when deployed
under uncertain parameters. A weapon with a fire selector can pReysense sight
have up to three different clips added. At the start of the
shooter’s Turn, he can use his fire selector to choose which This is a weapon sight that shows thermal images and reveals
clip he wishes to draw ammo from. the hiding places of enemies who lurk in the darkness. A
character using a preysense sight suffers no penalties due to
Upgrades: Bolt or Solid Projectile Pistols, and Bolt or darkness and gains a +20 bonus to vision based Perception
Solid Projectile Basic weapons Tests at night.
dipole mag-loCk Upgrades: Any Basic Las, Solid Projectile, Bolt, or Plasma
weapon. A preysense sight counts as a sight, and a gun may
For warriors in power armour, mag-locks are as common as only have one sight.
holsters for securing weapons. The typical mag-lock consists
of strong electromagnets near a suit of power armour’s Red-dot laseR sight
surface, and mirrored magnets on the weapon to be attached.
A dipole mag-lock can reverse its magnetic field to literally This is a laser sight that grants a +10 bonus to Ballistic Skill
propel the weapon into the wielder’s hand. This is typically Tests when the weapon is fired on single shot.
accomplished by embedding small proximity triggers in the
glove of the weapon hand that cause the magnet to reverse Upgrades: Any Pistol or Basic ranged weapon of the following
polarity when brought near it. However, versions using verbal types: Las, Solid Projectile, Bolt, or Plasma. A red-dot laser sight
and more sophisticated somatic cues also exist. counts as a sight, and a gun may only have one sight.
A dipole mag-lock grants the Quick Draw Talent for the r
upgraded weapon. If the character already has Quick Draw,
he may draw his weapon as part of a Parry, allowing him to Silencers lower the noise from a weapon’s discharge, preventing
go from unarmed to deflecting an enemy blade with his own detection of the shot. Awareness Tests to hear shots made
in the blink of an eye. with a silenced weapon suffer an additional –20 penalty and
can only be attempted at half the normal distance.
Upgrades: Any Pistol or Basic ranged weapon, or any
melee weapon that may be wielded in one hand Upgrades: Autogun, autopistol, needle sniper rifle.
r telesCopiC sight
A complex target-tracking cogitator in this device activates Telescopic sights magnify the target’s image, making it easy to
once the user has sighted the desired target. The Predictor see. This is especially useful for long-range shots that need to
then tracks the target, and when the trigger is pulled chases hit a very specific target location. A weapon with a telescopic
the target with all the rounds in a clip in one long burst. A sight ignores penalties for long and extreme range as long as
Motion Predictor adds a +10 bonus to Ballistic Skill Tests but the shooter takes a Full Action to Aim.
only functions when the weapon is fired on semi-automatic
or fully automatic mode. Upgrades: Any Basic Las, Solid Projectile, Bolt, or Plasma
weapon. A telescopic sight counts as a sight, and a gun may
only have one sight.
157
Table5–10: Ammunition c
Name Req Renown There are many kinds of weapons wielded by the Deathwatch
– that use unusual types of ammunition, from the special
Bolt Shells N/A – ammunition reloads for digi-weapons, to the finely crafted
– darts of a needle rifle.
Bullets N/A Varies
– Used with: Needle rifles and any other exotic
Charge Pack N/A Varies ranged weapons.
–
Exotic N/A Varies fuel
–
Fuel N/A Flame weapons use liquid fuel, which can vary greatly in
composition and quality. Underhivers on poor Imperial worlds
Melta Canister N/A may construct shoddy weapons using nothing but flammable
alcohols, while the Adeptus Astartes weapons use only the
Needle Precipitator N/A purest promethium. A fuel tank always provides shots equal
to the weapon’s full clip value.
V: Armoury Plasma Flask N/A
Used with: Flamers, hand flamers, heavy flamers.
Shells N/A
r
Ammunition
Meltaguns use specially refined chemicals injected into highly
The xenos hordes faced by the Adeptus Astartes seem infinite pressurised canisters. The size and mounted position varies
in number, and entire planets are given over to manufacturing depending on the model and class of the weapon. In all cases,
the endless quantities of ammunition needed for war. Weapons it provides shots equal to the weapon’s full clip value.
Requisitioned from the Deathwatch come with a sufficient
supply of standard ammunition for the weapon. Each type of Used with: Infernus pistols, meltaguns, and multi-meltas.
ammo can be used only with certain weapons as detailed in its
description. Ammo weight is not listed; however, should it be r
important to know how much ammunition weighs, consider a
weapon’s full clip to be 10% of the weapon’s total weight. These devices can be issued with weapons that use needle
rounds, and are often built directly into the holster or carrying
bolt shells case for the weapon. A precipitator crystallises liquid or
powdered chemicals into the rounds fired by needle weapons.
The mass-reactive explosive bolt shell is among One dose of a drug or toxin yields one shot of ammunition.
the deadliest kind of round in the Imperial arsenal. See Drugs and Consumables on page 172 for toxin options.
The Deathwatch takes great advantage of variations Unless otherwise stated, any toxin may be precipitated into
that have been made on this design over the years, needle rounds.
yielding a wide variety of alternate rounds that still
fire from a standard bolt weapon. The majority of Used with: Needle rifles
bolt shell manufacturing capacity is reserved for the
Adeptus Astartes, making them costly for others to obtain but plasma flask
a matter of course among Battle-Brothers.
Raw plasma weapon fuel consists of highly dangerous and
Used with: Any Bolt-class Pistol, Basic, or Heavy weapon. volatile photonic hydrogen, compressed and precariously
contained within reinforced flasks. It was almost surely a
bullets plasma flask whose handling rites were rushed that gave birth
to the plasma grenade.
Hard rounds are common for many weapons within the
Imperium and vary greatly in calibre and design. Bullets Used with: Plasma pistols, plasma guns, and plasma
from one kind of firearm cannot be used in another unless cannons.
they are very similar in make. Autoguns and autopistols can
usually interchange rounds, but the calibrated bullets fired in
terrible volleys from Astartes assault cannons are unique to
that weapon.
Used with: Autopistols, autoguns, and assault cannons.
ChaRge paCk shells
Charge packs are powerful batteries used almost exclusively Shells contain dozens of tiny balls and are designed to scatter
by las weapons. The size of a charge pack depends on the over a wide area when fired, making them ideal for close-in
class of the weapon. In all cases it provides shots equal to the work where accuracy is less important.
weapon’s full clip value.
Used with: Shotguns.
Used with: Laspistols, lasguns, lascannons.
158
speciAl issue hellfiRe Rounds
Ammunition
Originally designed to combat the Tyranid threat,
Tactical flexibility is paramount given the unknown situations hellfire rounds have a devastating effect on organic V: Armoury
Deathwatch squads are often thrust into. Battle-brothers in matter. Their cores are replaced with vials of
the organisation make extensive use of variant bolt rounds mutagenic acid that eats through any living material
that have numerous advantages over even the considerable with horrific speed.
power of standard bolt shells.
Effects: The weapon ignores Natural Armour
The cost to Requisition special ammunition listed in and may inflict Righteous Fury on any damage die results of
Table 5–11: Special Issue Ammunition represents one a 9 or 10. In addition, the weapon gains the Tearing Quality
clip for any applicable weapon, except Pistols which halve (if it did not already possess it). When used in a Heavy Bolter,
the listed Requisition cost due to their smaller magazine. it changes the weapon’s ROF to S/–/– and adds the Blast
Special issue ammunition for Heavy Bolters adds +5 to the (3) Quality. When used against a Horde, Hellfire Rounds add
Requisition total. one additional point of damage to the Horde’s Magnitude
per hit.
astaRtes baCkpaCk ammo supply
Used With: All bolt weapons.
Many weapons require larger ammunition sources to function
during extended battles. A backpack supply fits over the standard implosion shells
backpack power unit on Astartes power armour. For energy
weapons, the supply is a massive battery or charge-unit. For The result of early experiments with alternative krak
flame and plasma weapons, it consists of volatile fuel tanks or technology, an implosion shell replaces its explosive core
canisters. Other ammunition packs are simply stacks of regular with an infinitesimal amount of antimatter; this creates a
rounds with a feeder line that links into the weapon. Backpack violently decompressing vacuum when exposed to matter.
supplies hold 100 rounds of ammunition for Plasma, Melta, and Like the standard bolt shell, these rounds activate via their
Las weapons, 250 rounds of ammunition for SP or Bolt weapons, mass-reactive core, meaning they embed partially in their
and 75 shots for Flame weapons. A weapon connected to a target before the implosion takes effect. The round’s force
backpack supply uses that supply for its ammunition and ignores is therefore not directed at cracking open armour, but to
its normal clip size. Backpack Ammo/Power supplies weigh 40 collapsing the unfortunate victim’s body from the inside
kg and are automatically issued with any heavy weapon. out—enough to debilitate even a Space Marine.
dRagonfiRe shells Effects: In addition to taking normal damage, a target
who takes one or more points of Damage (after Armour and
Dragonfire shells replace their main explosive charge with Toughness) from an implosion shell suffers 1d5 points of
an air-reactive concentrate. When the round detonates, the Agility Damage.
payload combusts in a burst of fire, offering area saturation
comparable to a flamer. Used With: All bolt weapons.
Effects: Decrease the weapon’s Damage by 2. Anyone kRaken Rounds
within 2 metres of, and including, the target must succeed on
an Agility Test or catch on fire. The firer may choose to target The superior propellants in kraken rounds provide
an object or specific area instead of an opponent. In this case increased range without sacrificing armour
the shot is Routine (+20), and everyone in the 2 metre radius penetration, while their ultra-dense adamantine
must Test to avoid catching fire. composition and improved explosive charge
provide a final burst of force for puncturing the
Used With: All bolt weapons. heaviest armours.
Table5–11: Special Issue Ammunition Effects: The weapon’s Penetration increases to
8, and its Range increases by 50%.
Name Req Renown
Astartes Backpack Ammo Supply N/A – Used With: All bolt weapons.
Dragonfire Shells 28 Respected
Hellfire Rounds 25 – metal stoRm Rounds
Implosion Shells 27 Respected
Kraken Rounds 5– Metal storm rounds are tipped with proximity
Metal Storm Rounds 15 – triggers, causing them to detonate sooner than
Stalker Rounds 5– standard bolt shells and release their payload
Vengeance Rounds 25 Famed of explosive frag before fully penetrating the
Witch Bolts 12 Distinguished target. When employed in a bolter with a high
rate of fire, they can decimate groups of lightly
armoured enemies.
Effects: The weapon’s Damage and Penetration are each
reduced by 2, but it gains the Blast (2) Quality.
Used With: All bolt weapons.
159
V: Armoury stalkeR Rounds Armour
Stalker rounds were designed for sniping use in “Bless this plate, that it may deflect the blade of my enemy and the
Stalker-pattern boltguns, and that is still where bullets of the unrighteous.”
they achieve maximum efficacy. However, they
may be used in other bolt weapons to reduce their –From the Rites of Girding
report. A stalker round’s core is replaced with gas
propellant and the mass-reactive explosive replaced In the 41st Millennium mankind faces not just the alien
with solid mercury. menace, but treachery and war from within. Protective
measures have multiplied and diversified with every threat.
Effects: Awareness Tests to hear shots made While the Space Marines rely on various forms of their
with stalker rounds suffer an additional –30 penalty and signature power armour, the common Imperial citizen must
can only be attempted at half the normal distance. Reduce settle for far less advanced means of defence.
the weapon’s Damage by 2. When used in a Stalker-pattern
Boltgun, this damage penalty does not apply. Additionally Armour provides Armour Points (AP) to various locations
in such a weapon, no Tests to detect the shot are possible on a character’s body. In addition, some kinds of armour have
(however, depending on the situation, the appropriate special properties noted in their description:
Opposed Skill Test may be required for the firer himself to
remain hidden). Armour Type: The type of armour it is.
Location(s) Covered: What locations the armour covers,
Used With: All bolt weapons. a combination of arms, legs, body, and head. Some armour
covers all four locations and is noted as covering “All”.
vengeanCe Rounds AP (Armour Points): How many Armour Points the
armour provides for the locations covered. Any armour that
Vengeance rounds were originally created to combat the provides 7 or more APs (including Astartes power armour)
Adeptus Astartes’ most bitter foe: Chaos Space Marines. inflicts a –30 penalty on the wearer’s Concealment and Silent
Designed to breach power armour of Space Marine calibre, Move Tests.
the core of each round contains a spark of unstable matter Kg (Kilograms): Represents how much the armour
that creates a micro-fission explosion upon detonation. Each weighs. For information on how much a character can carry
delicately engineered bolt is supremely effective at thwarting refer to page 208. Since Space Marines are engineered to
armour and eradicating even the most resilient target, but the function in their power armour, it never counts against their
technology needed to imbue a bolt shell with such power carrying weight.
carries great risks. Req (Requisition): The number of Requisition Points
required to acquire the armour from the armoury.
Effects: The weapon gains the Felling (1) Quality, and Renown: The minimum Renown Rank required to
its Penetration increases to 9. Vengeance rounds detonate Requisition the armour.
prematurely on an attack roll of 91–100. When this happens,
the firer suffers explosive damage equal to the weapon’s AstArtes poWer
damage with a Penetration of 5 to an arm location (the arm Armour
holding the weapon if it was fired one-handed, or a random
arm if fired with two hands). This automatically causes the Astartes power armour is the high standard against which other
weapon to Jam, and happens too quickly to avoid the damage forms of Imperial protection are measured. The commanding
by dropping the weapon. sight of the God-Emperor’s warriors in their iconic battle gear
has routed more than one enemy force without firing a shot.
Used With: All bolt weapons. Heavy ceramite plates form the basis for most suits, actuated
by electrically motivated fibre bundles that replicate the
witCh bolts movements of the wearer and enhance his strength. Not only
are Adeptus Astartes patterns the pinnacle of power armour
Based on a Black Templars design, these bolts release a technology, but a Space Marine’s unique interface implants
small core of neuro-inhibitors laced with warp-reductive ensure that his armour responds with the speed and precision
compounds that disrupt a creature’s connection to the warp. of his own body. Each Battle-Brother is responsible for the
care of his own suit of power armour, the components of
Effects: In addition to taking normal Damage from the which may have served his Chapter for millennia before him.
weapon, any creature with a Psy Rating who takes Damage
from a witch bolt reduces its Psy Rating by 1 for 1d10 Astartes power armour contains many complex sub-systems,
Rounds each time. During this time, the creature may not and it is the synergy of advanced technology with Space Marine
Push its Psychic Strength. Additionally, creatures with Warp physiology that makes a Battle-Brother in power armour so
Instability must immediately make a Willpower Test to check deadly. This combination yields the following effects:
for disruption as described in the Trait.
Used With: All bolt weapons.
160
Ceramite Plating: Provides AP 10 to the Body and AP 8 Vox Link: Serves as a V: Armoury
to all other Locations. standard vox and a channel
for any more sophisticated
Enhanced Strength: Increase the Battle-Brother’s Strength data transmissions the suit
by +20. The effect on SB is calculated after the Unnatural or its wearer can access.
Strength multiplier. The bio-monitor feed also
transmits through this link,
Auto-senses: The Space Marine gains the Dark Sight permitting a squad to view
Trait, and Heightened Senses (+10 to relevant Tests) for Sight each others’ vitals.
and Sound. Input filtering provides immunity to photon flash
grenades and stun grenades. Note that these benefits only Magnetized Boot
apply whilst the Space Marine is wearing his helmet, and the Soles: Can be activated to provide the equivalent of
benefits from the Auto-senses stack with the benefits of the Magboots.
Space Marine’s Lyman’s Ear and Occulobe implants (meaning
that Space Marines have a +20 to Sight- and Sound-based Nutrient Recycling: Filters in the armour capture and
Awareness Tests). Additionally, the Auto-Senses make the purify body waste, re-constituting it into a nutrient solution that
Called Shot Action (see page 238) into a Half Action. is intravenously returned to the body. This can sustain a Battle-
Brother for long periods of time, but not indefinitely. For every
Osmotic Gill Life Sustainer: With the helmet on, the two weeks that no other source of nutrition is ingested, make
armour is environmentally sealed and can maintain an adequate a Toughness Test or suffer one level of Fatigue until nutrition
oxygen supply as long as the unit is powered. is consumed. The Difficulty of this test increases one step for
every two weeks that passes without food or Preomnor-derived
Bio-monitor and Injectors: If the internal cogitator sustenance.
detects a problem with the wearer’s bio-signs, it can administer
pain suppressors, combat stimms, and anti-toxins. This provides Recoil Suppression: Provides the ability to fire Basic
the following benefits: weapons one-handed. Ranged weapons not classed as Pistols
still may not be used in Close Combat.
• +10 to Tests resisting the Toxic Quality and similar
poison effects. Giant Among Men: A Space Marine in power armour
is Hulking. This increases his Base Movement by 1;
• The pain suppressor reservoir has a total of 6 doses, however, the grace afforded by his Black Carapace negates
each of which can be used to ignore Critical Effects the modifier enemies would otherwise have to attack him.
for 1d10 rounds. The doses may be used in succession See page 134 for the full effects of Size. He still suffers the
or staggered. usual penalties to Concealment and Silent Move for being
heavily armoured.
• If the wearer is Stunned, the effect lasts a maximum of one
Round before the bio-monitor detects and negates it. oor Manual Dexterity: While protective, armoured gloves
are not ideal for fine manipulation. Delicate tasks suffer a –10
penalty unless using equipment designed for Space Marines.
Similarly, ranged weapons other than those of Astartes design
are too small for an armoured Battle-Brother to wield at all.
Assuming power armour is a sacred ritual, honouring the
machine spirit’s history of valiant deeds and praying for its
boons in the battles to come. It takes 20 minutes to remove
or don power armour un-aided, but never less than 5 minutes
no matter the amount of assistance as the proper rites must
be observed.
poweR aRmouR histoRy
Every suit of power armour is unique, worn in different battles
and often comprised of remnants from other suits with their
own service records. It is no surprise that the machine spirits
of power armour develop their own personalities over time.
Roll 1d10 on the Power Armour History chart to determine
a suit’s character. The result of the roll may be modified by 1
either up or down based on the player’s preference (rolls of 1
may be modified to a result of either 2 or 10, and rolls of 10
may be modified to a result of either 9 or 1).
r
161
Table 5–12: Power Armour History
V: Armoury Roll Result
1
2 Cower Not Before the Enemy: This suit of armour has been obsessively maintained with marks of pride, bears
3 pristine heraldic depictions, and is bedecked with sashes, helmet crests, and Banner Displays. The wearer carries
4 himself tall, often heedless of cover or stealth. The armour seemingly sabotages any attempts at subtlety, and imposes a
5 further –20 to all Silent Move and Concealment Tests (in addition to those imposed on standard power armour), while
6 it whirs, vents, or clanks at precisely the wrong moment. However, it also grants a +10 bonus to Command Tests, due
7 to the overwhelming force of authority and confidence the bearer projects.
8
9 None shall escape the Emperor’s Wrath: Incorporating a rare and prized Persecutor Target Acquisition Spirit, this
10 armour constantly scans for targets, predicting ranges, windage, and elevation, as well as passively noting bio-signs
for later targeting recall. It makes nearly imperceptible adjustments to the aim and firing rate of the wearer, sometimes
even anticipating the bearer’s movements. Many warriors are put off by such contrary behaviour, but all eventually
learn to become one with the intentions of their second skin. The obvious advantage gives the wearer a +5 bonus to
BS. However, the armour is sluggish to respond to unplanned events, as it seems to dislike the jostling of its precise
calculations. The wearer suffers a –10 penalty to Dodge in melee.
Thine arm be the scourge of the impure: The spirit of this armour has been honed by its long years of service into
a truly potent adversary. It has been upgraded with numerous enhancements for the sole purpose of bringing ruination
to the enemies of Man in glorious close combat. Wearers claim that it knows how and when they are going to strike,
and come to trust it as innately as any other brother in arms. Such a suit grants the wearer +5 WS. However, its long
range targeting systems are difficult and temperamental. When wearing the suit’s helmet, BS tests suffer a –5 penalty.
Death is Joy: Some warriors are simply made to kill. This armour epitomises that archetype, and though it is of
comparatively recent manufacture, numberless foes have learned to fear its countenance. The longer a warrior bears
this armour, the more the two become one. As time goes on, bringing a swift end to the enemies of Man is as easy
as breathing. Add +2 Damage to any of the wearer’s attacks that do Critical Damage and increase the damage to a
Horde’s Magnitude by 1 with any successful attack against a Horde.
A Fury like lightning: The reactions of the Angels of Death are far beyond what any normal human could achieve.
While Astartes power armour manages not to hinder a Battle-Brother’s natural speed, this suit goes to great lengths
to enhance and optimise it. The armour’s hyper articulated joint mechanisms allow for more dextrous weight
manipulation, and muscle-response auto-readers translate even minute movements into powered assistance. These
systems grant the bearer a +5 bonus to Agility, and +1 to Initiative rolls.
Thy strength be legend: The raw physical strength of the Adeptus Astartes is already the stuff of legend, which all
power armour further enhances. This suit, however, makes the bearer’s strength truly titanic. Such armour has created
tales of burning vehicles levered from atop trapped comrades and crumbling buildings supported by the Battle-Brother
alone. The bearer receives an extra +10 bonus to Strength, in addition to the normal bonus granted by power armour.
The Strength bonus from this power armour is added in after the modifications for Unnatural Strength.
Terror be thy friend: Though all suits of power armour are intimidating to say the least, this suit seems to project an
air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a
wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have
been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine.
Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their
impact on the weak souls of their enemies to increase considerably. The wearer gains the Fear (1) Trait against any foe
engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).
Lead from the front: All men need leaders, and all leaders need to be seen and heard to be effective. It is common
for the leaders of the Adeptus Astartes to lead from the front, and such warriors have had the honour of bearing this
armour into battle over the centuries. Its vox amplifiers ring like booming thunder, and its brilliant heraldry seems to
blaze on the battlefield. Truly a sight to behold, there have been statues erected on a hundred worlds of the brave souls
who wore this relic into battle and saw the day through to victory. Add +1 Cohesion to your Squad’s total (this bonus
may stack with other armour with the same history).
Bring Death from Afar: Borne into service amidst great sieges, this armour has become accustomed to the arduous
duty of brandishing heavy weapons. Whether it is the continuous impacts that come with keeping a heavy bolter
steadily firing on target, or the raw power required to withstand the ferocious effect of firing a plasma cannon, this
armour never fails under stress. While wearing this armour, the wearer never suffers any penalties for moving and
firing with a pistol- or basic-class weapon on semi- or fully automatic fire (see pages 239 and 242). Additionally, the
wearer may count any heavy weapon he wields as a basic weapon for the purposes of moving and firing on semi- or
fully-automatic fire.
To forget is to forgive. Forget nothing: Each bearer of this armour has inscribed it with an oath of vengeance
against those who have offended the Emperor in some way. Some inscriptions revile a single name, while some
condemn entire races of Xenos or planetary populations. Each successive bearer considers it a matter of honour to
exact the Emperor’s Vengeance upon the offender and considers it his solemn duty to put right as many of the wrongs
as possible. Once the offender has been punished, his name is left as an example to others. Gain the Hatred (choose
one) Talent.
162
r V: Armoury
The Power Armour History table is meant to provide
ideas for the unique machine spirits that evolve in
Astartes power armour. Players should decide on the
specific story behind their result. For example, a suit
with the “None shall escape the Emperor’s wrath”
history may have enabled a famous Captain to make
an impossible shot that killed an entrenched enemy
leader, turning the tide at the First Siege of Khazant.
Armour with the “Lead from the front” history should
have a lineage of the illustrious bearers and the battles
where they led their brothers to victory.
Players and GMs should also not feel restricted to
the list provided. You may wish to negotiate comparable
effects that better reflect the particular character of a
Battle-Brother’s most important piece of equipment.
r r
Once a Battle-Brother takes Damage greater than the Armour Painstakingly cared for and customised for each esteemed
Points of his armour, it no longer counts as environmentally bearer, artificer armour is the rarest form of power armour.
sealed. An application of repair cement is usually sufficient to The technology and superdense materials used to construct
re-seal it until permanent repairs can be made. Astartes power these suits is unparalleled inside the Imperium. Each one is a
armour uses a fusion generator backpack which can sustain masterwork of artificer ingenuity and (outside of Techmarines
power forever with proper care. However, it is possible for the labouring towards their own) is awarded only to true Chapter
power unit to be damaged, hindering or even disabling the suit. heroes. Artificer armour is always Master-Crafted. In addition
If the wearer takes Critical Damage to the Body from behind, to the effects of standard Astartes power armour, the advanced
consult the Power Unit Critical Effects chart (in addition to helmet incorporates an MIU. Some suits incorporate even more
normal Critical Effects). The problems continue until the unit unusual features, such as automated fibre re-weaving, eliminating
can be repaired with a Challenging (+0) Tech-Use Test. the need for Repair Cement to seal most breaches.
r Only countless hours of labour at the blazing Space Marine
forges gives rise to a suit of artificer armour. The unique inlays,
The power armour presented in this chapter is the Mark engravings, and profile represent the vision which drove its
VII version, also known as “Aquila Armour.” There are maker to such a momentous undertaking, and its machine
many other marks of Space Marine power armour, and spirit waxes wise and powerful. Roll twice on Table 5–12:
more information on these marks of power armour will Power Armour History to determine the properties of a
be presented in future h supplements. particular unit.
Table 5–13: Power Unit Critical Effects r
Critical In most Codex Chapters, Neophyte Space Marines serve in the
10th Company as Scouts as their first assignment. Scouts are
Damage Result placed under the instruction of an experienced sergeant, who
both takes command of the squad and teaches the Scouts what
1–3 Unaffected: The power unit continues it means to be a Space Marine. During this time, Scouts wear
functioning normally. lighter, less-encumbering armour than the power armour worn
by the Initiate Battle-Brothers of the Chapter. This armour is a
Damaged: The power flow is diminished, version of carapace armour that offers protection while at the
same time is extremely well-suited for stealth and skirmishing.
causing system failures and difficulty moving.
Astartes Scout Armour provides a +10 bonus to Concealment
4–5 All benefits granted by the armour (except its Skill Tests and does not inflict a penalty to Silent Move and
Concealment Skill Tests based on AP (seepage 160).
inherent AP) are lost. All physical actions suffer
a –10 penalty. Decrease Base Movement by 2.
Unpowered: The suit completely shuts down.
All benefits granted by the armour including
History (but not its inherent AP) are lost. The
6+ wearer must make an Arduous (–40) Strength
Test to simply move. If he passes the test, his
Base Movement is still reduced to 1, and all
physical actions suffer a –30 penalty.
163
V: Armoury also increase the Squad’s effective Rank by 1 for the purposes of
determining whether or not it is in Support Range. Terminator
r armour’s heavy layers of protective alloys can deflect even the
heaviest bombardments. In addition, the Crux Terminatus on
Tactical Dreadnought armour, more commonly called every Terminator’s shoulder plate serves as a ward capable of
Terminator armour, turns an Adeptus Astartes into a nigh- turning aside attacks from power weapons, melta fire, and even
unstoppable force of destruction. These exceedingly rare suits the baleful energies of the warp. This protection provides the
are the superlative form of individual protection in Space Marine same chance to emerge unscathed as a Force Field (see page
armouries, and enable a Battle-Brother to unleash firepower 166) with a Protection Rating of 35. Since this is purely due
rivalling combat vehicles. Terminator Armour is only deployed to the chance of the hit glancing off the armour’s strongest
on the most dangerous Missions and only to veterans who have surfaces, there is no possibility of Overload. Also roll once on
proven themselves worthy of wearing the Crux Terminatus: the Table 5–12: Power Armour History.
icon found on the left shoulder of every suit of Terminator
armour. Each one of these honour badges is said to contain The massive frame of a Terminator is not without limitations.
a fragment of the Emperor’s own armour from his final battle A Terminator cannot Run, and the wearer suffers –20 to
with the traitor Horus. Agility, and cannot Dodge (but may still Parry). Furthermore,
in order for the Terminator’s frame to properly support, aim,
Terminator Armour incorporates all the systems of standard and interface with weapons, they must be affixed by special
Astartes power armour with several upgrades. Superior actuator couplings. Arming Tactical Dreadnought units is a laborious
and stabilisation systems allow for Heavy and Mounted and sacred ritual that may only be performed by high-ranking
weapons to be fired one-handed. This also provides the Auto- Techmarines with the proper ceremonial accoutrements and
Stabilised Trait and grants +30 to Strength instead of +20. The facilities. This prohibits the weapon configuration from being
auto-senses are part of a sensorium, which provides the same changed under other circumstances. Weapons typically available
capabilities as an auspex. If two or more Battle-Brothers are in with the right couplings for Terminator armour are limited;
Terminator Armour, the input-link capabilities of a sensorium when Requisitioning Terminator armour, the Battle-Brother
pays the 60 Requisition Points for the armour itself and then
must spend a minimum of 40 additional Requisition Points to
arm it. Its weapons must come from the list below. (There is no
restriction on Upgrades or Wargear.)
Terminator-Compatible Weapons: Any combi-weapon,
Power Weapon or Force Weapon, Storm Bolter, Storm Shield,
Heavy Flamer, Assault Cannon, Cyclone Missile Launcher.
other Armour
r
Primitive armour is the norm on many feudal or feral planets,
the lower levels of some hives where technology is unreliable
or too expensive, and many alien worlds. Protection at this
level often consists of reinforced animal hides, metal plating
worn over the chest, chainmail, or a combination of these
and other crude methods. Armour with the Primitive Quality
only offers full protection against weapons also having the
Primitive Quality. Otherwise, it only provides half its normal
AP value (rounding up). Primitive armour’s APs are halved
before being reduced by the weapon’s penetration.
The Crux Terminatus
Each Terminator bears a badge upon his left shoulder guard that is made from stone and is said to incorporate
fragementsof the Emperor’s armour. At the climax of the Horus Heresy, the Emperor personally led an
attack on the Warmaster’s battle barge alongside his most trusted warriors. During the fierce fighting, the
Emperor came face to face with Horus. In the battle that followed, Horus greivously wounded the Emperor.
Following Horus’ defeat, the legends say that the Emperor decreed that his armour be taken off and melted
down, and that the pieces be made into badges that all Terminators would wear in recognition of the service
performed in the defeat of Horus. However, if this is true, then each suit of Terminator armour must only
contain the most miniscule of fragments.
164
Table 5–13: Armour
Name Locations Covered AP kg Req Renown
N/A –
Astartes Power Armour All 8/10 180 60† Hero††
N/A —
Astartes Artificer Armour All 12 100 100††† Famed
N/A N/A
Astartes Scout Armour Body, Arms 6 30 N/A –
15 –
Astartes Terminator Armour All 14 400 25 Distinguished
N/A –
Primitive Armour Varies Varies Varies
Carapace Armour All 6 15
Diagnostor Helmet Head 8 30
Masking Screen – – +0.5 kg V: Armoury
Flak Armour All 4 15
† Artificer armour is not available on a per-mission basis; it must be obtained as Signature Gear.
†† For Techmarines, the artificer armour Renown requirement is only Distinguished.
††† This encompasses 60 Requisition for the Terminator Armour itself, and the minimum 40 to arm it.
r masking sCReen
While carapace armour may be a sign of status among standard In a long history of clashes with the Velk’Han Sept of the alien
Imperial forces, its protection is substantially inferior to Tau forces, the Deathwatch has captured a limited number of
power armour, and it is typically worn only by Space Marine their prized stealth field generators. While the Crucible Resolviate
Scouts. Made from moulded plates of armaplas, ceramite, or has been unable to produce a perfect equivalent purged of alien
other strong materials, it can cover the entire body or just taint, painstaking research has created a functionally similar
sections depending on the desired level of protection. Space device, if not quite as potent. It combines light refraction with
Marine Scouts wear carapace plates that allow maximum noise dampeners to hide the subject from most senses, even at
freedom of movement for the stealth operations of their units, close range.
while Tau Fire Warriors wear thick, articulated suits complete
with helmets. The emanator is typically a small, translucent polyhedron that
affixes at the shoulder. When it is active, the user appears wrapped
diagnostoR helmet in a mirage-like haze as the screen obstructs sound and light wave
transmissions through its area. This makes it valuable for covert
Apothecaries often replace their usual helmet with a diagnostor operations, particularly those performed in otherwise noisy
helmet, which contains upgraded sensors and readouts to assist power armour. It also provides an additional measure of defence
with their charge of treating the injured and maintaining their in combat, but the technology is not perfectly unidirectional, and
brothers’ physical combat readiness. A paired infralense and many warriors do not find it worth the side effects in combat.
x-ray imager help the Apothecary monitor small changes in
a patient and diagnose internal injuries, even through power An active masking screen provides the user a +30 bonus to
armour. A character equipped with a diagnostor helmet gains Concealment, Shadowing, and Silent Move Tests, but imposes
a +10 to all Medicae Tests where he is working directly on a a –10 on all Perception-based Tests. Attack rolls on a character
patient. The improved sensory capabilities also duplicate the using a Masking Screen suffer a –10 Penalty. At distances over
effects of a Preysense sight. 30 yards, this penalty increases to –20, but the distortion affects
the protected character as well, who suffers a –10 to Attack
opponents at that distance or further. The field may be activated
or de-activated as a Ready Action.
aRmouR CRaftsmanship
All the types of armour detailed here are of Common craftsmanship for the groups that regularly employ them. For example,
the Astartes power armour entry details power armour craftsmanship that is common to the Adeptus Astartes (although the
actual craftsmanship of Space Marine power armour far outstrips any “common” standard elsewhere in the Imperium), while
the flak armour entry details flak craftsmanship common to the Imperial Guard and general Imperial citizenry. Armour of
better manufacture uses the following modifiers.
Exceptional: Well constructed and better fitting, this armour is easier to wear. Against the first attack in any round, the
armour increases its AP by 1.
Master: Finely wrought and perfectly fitted, Master-Crafted armour is like donning a second skin. Master-Crafted
armour weighs half the normal amount and increases AP by 1.
165
Table5–14:Force Fields
Protection
Name Rating Overload Roll Wt Req Renown
Astartes Combat Shield 3 20 Distinguished
Astartes Storm Shield 25 01–10 10 35 Distinguished
Iron Halo 0.5 kg 40 Hero
55 01–10
50 01
V: Armoury r is also a highly guarded secret of the Adeptus Mechanicus,
and virtually all force fields are centuries old, at least. The
Relatively lightweight and cheap to produce, flak armour is Adeptus Astartes and the Deathwatch are fortunate to have
one of the most common types of armour in the galaxy. It more than their fair share of these precious machines and
can be found protecting countless human factions and xenos carefully control their deployment.
species. It is also standard issue to the millions of Imperial
Guard adding their names to the memorial of the fallen on field Rules
Karlack. Many layers of ablative and impact absorbent material
go into making each suit, enough to deflect or negate most A character may only benefit from one field at a time, regardless
low-level attacks such as small arms, shrapnel, and proximity of how many different fields he may have equipped. When a
blasts. A great many foes in the Jericho Reach have dreaded character wearing an active field is attacked, roll 1d100. If the
weapons powerful enough to completely negate flak armour, result is less than or equal to the field’s protection rating, the attack
but a guardsman who discovers the dark terrors absent from his is nullified and has no effect on the protected character (although
Primer usually doesn’t live long enough to tell others. As long the attack may have an impact on the character’s surroundings or
as the wearer is not on the target spot of the blast, Flak armour other nearby characters, such as weapons with the Blast Quality).
counts as AP 5 against weapons with the Blast Quality.
Fields may also overload. Compare the result of the d100 roll
Force Fields to avoid damage to the field’s Overload Roll. If the result is less
than or equal to the listed number, the field is overloaded and
Astartes power armour comprises the highest quality ceramite ceases to function until it is recharged or repaired (requiring a
and adamantite plating—the strongest protective materials the successful Very Hard (–30) Tech-Use Test). Most Common
Imperium can produce. However, the armour-piercing claws Astartes force fields overload on a roll of 01–10. Exceptional
of some xenos, and the assaults of their twisted weapons, call craftsmanship reduces that threshold to rolls below 05, while a
for better defences than any armour can provide. In these Master-Crafted force field only overloads on a roll of 01.
situations, the Adeptus Astartes utilise force fields, which
provide protection of an altogether different level. Force fields astaRtes Combat shield
are designed to deflect rather than merely absorb incoming
attacks; this makes them capable of averting blows from even A combat shield is a compromise between flexibility and
the most powerful weapons. defence, trading the stronger field and physical protection a
storm shield’s size offers for a free hand. A combat shield straps
Force field projectors are often small devices, easily to the arm, providing an able parrying tool as well as a smaller
fitted onto armour, shields, or weaponry. The technology to energy field. A combat shield is a Balanced weapon that does
produce such powerful emanations from such tiny devices 1d5+1 Impact damage.
The Crucible Resolviate astaRtes stoRm shield
Wkmpodhnteiaafhrioncftvewihdhrecissirunnn.’slieOtmaotthnsrsooge.prtaeiiDhArgneinpiedtsssroCeapa.rprtegiutiTtmoutechnhsiaetbesthMlioelOicispkeRmdpcweherontisaarivhotsrneeulnsivsinciCainuifahrtgosut’y,resco,tpifnbhUrweleetewshnhMeReionvweJtaeaseercerodsrhealiaivcpblndhioyeaeoLnvatCseaRoliuwtaaeeelngartdsea’ctshiacten,ooqcslhnutotthndeghsemoeietrcmleaoastnnglhoeykcxarotiidwenhsroctodehoswl’elvsaaaneelrdfriciyoetaksnetbftnsoauaomcldltwlahesyoncilfisehondmMasftgtnoaxaeaiktetsgahenemoneoos’iidsst,fr Storm shields are large and heavy shields that can house
affairs. extensive webs of field generation circuitry in their thick
SacmrfiEbtihrceetyoMqlaieidsmnnunstoPgtineormtoreefdhiglsoceescrsoucaoebmplmnnsnaeo,aasptrukaeetcdlnecqedhienarruuia“nnalsiTtelcuenoaifesefoadt-cntlbwhuamo.nrnnponiDuatomupdhmssegekeaedbhtnbinphnetatxcregiwrtteooeounUnslifsyotctecnhrshdVaeiite.menvpeo1mTnertolt6irhe,unhfhsr6etiraoiaadioeslrltdvaieisDtLeesdaah”oanl,qisliobwuacetctytntihhtsueea.atitdashtlltSeryheSvyetceavhi,mCicrckeetreaceryhnuslladeelochtleuyiwhabmiotlrtvllafhoeeeesbem.udiAimotggrsushedaworoedttfnptrheaoatteyVpuperOucspioenhrmrerentmdMdooootovwhlecsXoecri,igorhettscyunhahuu,gionernlshrsiacuocataoeuucinnrlohsnarddnudbaMpoebosadttrrfhaiaittobnhgetenygerier plating. Its energy field can fend off bullets and blasts
from afar, while the physical shield itself protects against
melee attacks. A storm shield provides +4 Armour Points
to the Arm wielding the shield and to the Body location.
Storm Shields also have the Defensive Quality. It also
reduces the time necessary for a Guarded Attack to a Half
Action. If used to bash an enemy, a storm shield does
1d10 Impact damage but suffers a –20 penalty to the
attack roll.
Table 5–15: Relics
Name Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown
Deathwatch Relics
Adamantine Mantle — — —— — — N/A — 15 50 Hero
Deathwatch Relic Melee — — 2d10+7 E 9 — N/A Power Field, 25 50 Hero
Blade Special
Skapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full Accurate, 16 75 Hero
Tearing, Special
Chapter Relics — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero V: Armoury
Armour of the — —— — — N/A — 5 70 Hero
Remorseless Crusader Melee
(Sword Profile)
Chalice of Vision —
Deathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full Blast(1), Felling 7 70 Hero
(1), Volatile
Frost Blade Melee — — 1d10+11 E 9 — N/A Balanced, Power 10 60 Hero
Field, Tearing
Helm of Varthion —
The Levin Shield — — —— —— N/A — 18 70 Hero
— —— —— N/A
— 10 50 Hero
iRon halo aRmouR of the RemoRseless
Exceedingly rare and reserved only for Battle-Brothers who have CRusadeR (blaCk templaRs)
proven themselves time and again through exceptional deeds, the
Iron Halo is as much a mark of valour as it is a protective device—a This artificer armour is one of a trinity crafted by the Black
function which should not be understated. These devices radiate Templars. Each suit is gilded with detestations of the warp
an energy field almost as powerful as a storm shield, while their and said to have the blood of saints layered into the thousand-
typical design of a literal halo crowning the wearer’s head leaves folded adamantite of its construction. The Armour of the
his hands free for battle. An Iron Halo is always Master-Crafted. Pitiless Crusader and the Fearless Crusader remain with the
Chapter, but one unit was tithed to the Deathwatch.
Relics
In addition to the normal benefits of artificer armour,
The most common Adeptus Astartes equipment is still hexagrammic wards provide +20 to Tests made to resist psychic
a technological marvel outside their ranks. However, effects, and double the suit’s armour points against psychic or
artefacts exist that are legendary even to Space Marines: warp attacks that deal damage. It retains full armour value
weapons wielded by famous heroes of their Chapters, items against attacks with the Warp Weapon effect. The Armour of
vital to key victories in Imperial history, and unique armour the Remorseless Crusader also incorporates a Master-Crafted,
perfected through virtually forgotten tech-craft. Such items Sanctified sword that can extend from the forearm.
are collectively known as Relics, and to simply hold one is
a great honour. Unless otherwise stated, a Relic is always ChaliCe of vision (blood angels)
Master-Crafted, granting the appropriate Skill Test bonuses.
The effects to Damage are included in their profiles below. The shrouded motives of the Omega Vault
revealed this ornate gold chalice the day
chApter relics Watch Captain Mordigael assumed his role
as Master of the Vigil. Unknown hands
On rare occasion a Chapter permanently contributes a relic of engraved it with the image of Sanguinius’
Chapter significance to the Deathwatch as a reaffirmation of final battle and set a reservoir of a ritual
their oaths. Other such items sometimes find their way into compounds in its base that releases when
Deathwatch armouries when the Battle-Brother who owned the cup is filled. The resulting draught can
it dies in service with his Mission unfulfilled. Even if many be used in the Rite of Vision, said to grant
Deathwatch vaults did not protect their own contents through a Blood Angel the same almost prescient
gene-coded locks, no Space Marine would be so crass as to use clarity their Primarch possessed. Bearers of
a relic sacred to another Chapter. These relics are only issued to the Chalice typically carry a flask of scarlet
Battle-Brothers of the same affiliation as the relic’s legacy. sacramental wine to use with the relic.
Those who imbibe from the Chalice gain +10 to all WS, BS,
and Skill Tests, and the Unnatural Perception Trait for 1 hour.
Dire consequences exist for those who violate the strictures
against performing the Rite of the Vision too often. At the GM’s
discretion, those who drink from the Chalice may experience
strange oracular visions that my reveal hints about the future.
167
deathRoaR (daRk angels) levin shield (stoRm waRdens)
V: Armoury This venerated Plasma Pistol The Storm Wardens Chapter Master,
was recently left to the Lorgath Maclir, once wielded the
Deathwatch by Captain Raziel Levin Shield. It is said he passed it
of the Dark Angels, who gave to the Deathwatch in payment of
his life to hold a fortress on the an honour debt to Watch Captain
edge of the Cellebos Warzone Mordigael. This storm shield
against Chaos sieges until adjusts to the bearer’s bio-electric
reinforcements arrived. Deathroar contains the power of a signature and uses his body as
heavy weapon in its small casing. The super-heated air around part of the circuit to generate its
the muzzle as the weapon discharges produces a unique powerful energy field. The crackling
sound reminiscent of predatory felines from which Deathroar nimbus protects the wielder while
derives its name. Firing Deathroar on Maximal setting does electrifying his foes. The Shield’s kinetic repercussion plating
not cause the Overheats Quality. also unleashes thunderous fury when struck.
fRost blade (spaCe wolves) This Force Field has a Protection Rating of 55 and an
Overload number of 1, and causes 1d10+4 Energy Damage
Frost blades are master works from the Space Wolves’ Iron each Round to all creatures in melee with the wielder,
Priests—each incredibly rare and prestigious. The teeth of ignoring armour. If the Storm Warden successfully Parries
these icy chain weapons are always cut from nigh-unbreakable with the Levin Shield, the attacker must immediately make
substances such as Kraken fangs or tempered diamond. The a Toughness Test at –10 per degree of success by which the
unique power fields enveloping frost blades have a distinct Parry succeeded, or be Stunned for 1 Round. As a storm
blue cast. A frost blade combines the best of a chain weapon shield, it also provides +4 AP to the Body and the Arm
and a power weapon, and adds +3 Damage when an attack carrying it and reduces the time necessary for a Guarded
from the weapon causes Critical Damage. Attack to a Half Action.
helm of vaRthion (ultRamaRines) deAthWAtch relics
Sergeant Varthion is a legend on Some Relics’ legacies are rooted in the Deathwatch. Such an
Watch Fortress Erioch. Long before item may be forged by artificers deep in the shielded heart of
Warmaster Achilus ever dreamed of the Watch Fortress, rise to significance in service to their vigil,
conquest through the Warp Gate, or even be an offering from the outer catacombs of the Watch
the Deathwatch kept vigil over Fortress’s mysterious revelation mechanisms.
it. In the fourth century of M41,
Varthion and his squad destroyed adamantine mantle
a xenos warhost hundreds of
times their number in defence of These intricately worked cloaks take their name from the
the Gate. Records conflict as to most common variation: small adamantine scales worked
which side of the Gate originated into a protective yet flexible defensive covering. Similar,
the enemy assault, but accounts of the aftermath in the control personalised designs exist, all using unbreakable materials to
structure are identical. They describe alien corpses of an aspect form an impressive cloak. Each one is the labour of decades
uncatalogued before or since, “in such volumes that Varthion’s by master artificers, who temper each individual scale and
squad stood atop them like Titans astride a demolished hive.” thread for maximum resilience. Their work is then blessed
by Chaplains before finally being laid upon the shoulders of
The Ultramarine Sergeant’s ancient helm contains the pinnacle its first bearer. The mantle protects him not just through its
of augury sensors and prophesier readouts. It grants +10 to all physical strength, but also by making his movements more
Attack rolls, and unerringly divines the enemy’s weakest point, difficult to predict as the opaque cloak whirls about him in
granting a +3 bonus to the Penetration of any weapon wielded combat.
by the helm’s wearer. A dedicated cogitator bank also provides
tactical recommendations based on thousands of years of An adamantine mantle negates 2 points of Armour
compiled Ultramarines combat theory. This increases the wearer’s Penetration from any incoming attack. The wearer gains a
effective Rank by 1 for purposes of calculating Cohesion or for +10 to his Opposed Weapon Skill Test to Feint, and if he
Ultramarines Chapter abilities in Solo Mode. takes the Defensive Stance Action, foes suffer an additional
–10 on Weapon Skill Tests to attack him.
168
deathwatCh ReliC blade Chapter V: Armoury
Trappings
A standard power sword is no better than a flimsy
metal spike in the humbling aura of a relic blade. Even though a Battle-Brother paints most of his armour
Remembrancer works from the Horus Heresy depict black to symbolise his new role in the Deathwatch,
these magnificent power weapons in the hands of he does not leave all the accoutrements of his home
its heroes, and accounts can be found through the Chapter behind any more than he leaves his loyalty, training,
ages of how their wielders turned the tides of key or beliefs. Most chapters have characteristic adornments
battles. Few enough have survived the millennia, that they wear into battle aside from Chapter heraldry, and
and only a precious handful of those are reserved it is quite common to find Battle-Brothers serving in the
for the Deathwatch. Deathwatch continuing to wear at least one such small token
of that history at all times. A character may start with one
Relic blades take various forms, but are always Chapter-appropriate trapping from this section.
a great weapon of some fashion. They require two
hands for even a Space Marine to wield. A relic devotion Chain (blaCk templaRs)
blade that successfully Parries a weapon without
the Power Field Quality automatically destroys the attacker’s The Black Templars frequently wrap sections or their armour
weapon. It has the same effect on weapons used to Parry with chains, or bind their weapons to themselves to symbolize
it, shearing through such inferior defences and striking as that they are unendingly bound to war against the Emperor’s
though opposition was never rendered. A relic blade has a enemies. These constant reminders of a Black Templar’s vows
25% chance to destroy a weapon normally immune to Power steel his resolve. Add +3 to any Willpower Test to resist Fear
Fields (including one with a Power Field) that is not also effects and Cohesion Damage.
a Relic.
tabaRd (blaCk templaRs)
r
Tabards may bear personal, Deathwatch, Chapter, or even
The Deathwatch of Squad-specific heraldry. In other cases they are ornamental
the Jericho Reach is and without symbols of any kind. Black Templars in the
strangely silent about Deathwatch typically wear tabards only from the waist to
the history of Watch avoid marring the uniform intent of the Squad colouring, but
Station Skapula, and less conforming individuals have been known to wear the
how this lethal bolter full tabards most commonly seen back in their home Chapter.
remains from the Choose one of the following types of tabard:
abandoned station.
Techmarines fortunate enough to examine the advanced • Ornamental: Add +2 to Fellowship Tests.
weapon frequently debate the number and nature of machine • Deathwatch / Squad heraldry: The Kill-team
spirits necessary to achieve its flawless performance, but the
most widely accepted theories place a union of over one restores 1 bonus Cohesion for every Primary Objective
hundred machine spirits within the casing of tenebrous achieved.
alloys. • Chapter heraldry: Add 1 to the character’s effective
Rank for determining Black Templar Solo Ability
In addition to accuracy and power unrivalled in other effectiveness, but subtract 1 from Squad Base Cohesion.
bolters of its size, the Skapulan Bolter integrates a Fire
Selector, a Targeter, and a melee attachment equivalent to a blood dRop pendant
Master-Crafted combat knife. The gun never Jams, and any (blood angels)
Attack roll of 96–100 may be re-rolled as the machine spirits
—however many they may be— strive for perfection. These ornaments are representations of the Blood Angels’ Chapter
symbol and the blood of Sanguinius that runs through their
collective veins. Some are literally filled with the Battle-Brother’s
own precious blood, while others are jewelled or crystalline
representations. They are most often, but not always, worn around
the neck. Whenever the character spends a Fate Point to gain a
bonus on a Test, he may add +13 instead of the usual +10.
169
golden iCons (blood angels) saCRis ClaymoRe (stoRm waRdens)
V: Armoury Blood Angels frequently hang sacred gilded icons on their armour The feral clansmen of Sacris are raised with giant claymores
or from their belts. The exact form of these items varies, but they in their hands. After a warrior’s transfiguration into a Space
are considered a display of devotion as well as serving as a focus Marine is complete, the sword of his youth is a light and
for spiritual meditation. Choose one of the following types: simple thing, but the Storm Wardens have made a habit of
forging improved versions of these primitive weapons of size
• Icon of Inspiration: Add +3 to Command Tests. and materials befitting an Adeptus Astartes. It is far from
• Wings of Wrath: Add +1 to Damage if the character unheard of for an enraged Storm Warden to favour his simple
claymore over a power sword, particularly when matters of
hits with his attack during the Charge action. honour are at stake. A Sacris claymore replaces the Astartes
• Purity Focus: Whenever the Battle-Brother gains combat knife, and requires two hands to wield. The statistics
for this weapon can be found in Table 5–8.
Corruption Points, reduce the total by 1.
tempest amulet (stoRm waRdens)
CeRemonial swoRd (daRk angels)
The native traditions of Sacris place a strong emphasis on the
Dark Angels frequently carry swords with winged hilts in ability of an individual to affect change in the world through
echo of their Chapter symbol. These weapons are used more strength of arm and force of will. Tempest Amulets are rooted
in ceremony than in combat, but they are perfectly functional in mysticism, but also serve as a focus for the Storm Warden’s
weapons should the Battle-Brother have reason to draw one. stubborn will. These small leather pouches contain “tempest
They are carried either in addition to, or in lieu of, a combat stones,” rocks fused into glass by the fierce lightning storms of
knife depending on the individual’s preferences. The statistics Sacris and wrapped in prayer scripts written by the owner.
for this weapon can be found in Table 5–8.
• Amulet of Might: Add +2 to Strength (after all other
Robe (daRk angels) modifiers).
Hooded robes are a common sight amongst Dark Angels. • Victory Scripture: Gain +2 WS when fighting an
While they are most often worn by veterans and other high enemy in single melee combat.
ranking warriors, Battle-Brothers of all ranks may be found
wearing them. The exact reasons and hidden meanings of • Guardian Amulet: The enveloped scripts venerate the
wearing such a robe are difficult to discern even for members Storm Warden’s lost 1st Company, so that they will send
of the Chapter, but a few examples exist below: aid to the bearer in times of greatest peril. The amulet
counts as a Charm.
• Scholar’s Robe: Choose one Scholastic Lore and add
+3 to all Tests on it. Cingulum (ultRamaRines)
• Robe of Secrets: Choose one Forbidden Lore and add The cingulum is a belt formed from several studded straps of
+3 to all Tests on it. leather or a similar strong and flexible material, which serves
as a place for the hanging of victorex and other accolades
• Seeker’s Robe: add +3 to Scrutiny Tests. of valour. Such belts are common decorations amongst the
Ultramarines and their successor chapters. The appearance of
wolf pelt (spaCe wolves) a cingulum also varies with the type of small, detailed plates
that have been used to stud it and the choices of what terminal
Fenrisian wolves are renowned across the galaxy for their decorations hang upon it.
viciousness. They are respected creatures, and greatly
entwined with Space Wolf beliefs. Unarmed hunting rituals • Adamantine Inlays: The detailed plates are strong
exist on Fenris to prove a warrior’s prowess. Should a Battle- enough to deflect weak blows. Add +3 to Parry Tests.
Brother succeed on such a hunt, he typically displays the pelt
of the animal thereafter. Add +2 to Intimidate Tests. • Honour Bells: The clinking scales and bells hung at the
end of each strap herald the bearer’s approach. Gain +3
RuniC totem (spaCe wolves) WS on your first Attack roll in a combat.
The Sons of Russ have many traditions that are unique to • Marks of Leadership: Add +3 to any tests made to
their Chapter, and at the heart of Fenrisian mysticism stand regain Cohesion or prevent Cohesion Damage.
the Rune Priests. Using their arcane arts they craft rune
totems to call upon the powers of Fenris’ mythic beasts, and heRaldRy sCRoll (ultRamaRines)
Space Wolves fiercely believe that these talismans can lend
the bearer power from the spirit whose name is inscribed Scrolls worked into a Battle-Brother’s armour, either as
upon it. Listed here are some representative totems: metalwork or a placard are popular in many chapters, and the
Ultramarines are no exception. This crest may display a motto
• Totem of the Bloodied Hunter: add +1 to any damage or title, but most commonly it bears the Ultramarine’s name
inflicted by Righteous Fury. so that his enemies know who brings their deaths, and tales
of his deeds may travel. Add +10 Kill Markers to any Assault
• Totem of the Sea Wolf: Choose one Drive or Pilot Skill Mission where the scroll was displayed in at least one battle.
and add +3 to all Tests on it.
• Totem of the Sun Wolf: add +3 to Awareness Tests.
170
Wargear astaRtes psyChiC hood V: Armoury
The Deathwatch is called upon to perform a wide range The arcane devices known as psychic hoods are lined with psi-
of duties, some of which require more than a bolter to enhancing crystals that amplify the wearer’s psychic powers.
accomplish. Watch Station armouries contain tools for nearly Some would say more importantly, they render the wearer
every Mission, ensuring that a Battle-Brother can prepare for capable of nullifying the effects that other psykers have on the
any service the God-Emperor asks of him. warp nearby. A character equipped with a psychic hood may
spend his Reaction to attempt to nullify a psychic technique
astaRtes haRness being used by another psyker within a number of metres
equal to the character’s Willpower. This attempt should be
Offering more safety than a grapnel but less noise and bulk than declared before the enemy psyker makes his Focus Power
a jump pack, this Battle-Brother-sized harness can be used to roll. The psychic hood’s wearer first makes a Focus Power
aid in safely descending from terrain or buildings. The simple (Willpower) Test. Every degree of success imposes a –10
harness fits over a character’s power amour. A hook-shaped penalty on the enemy’s Focus Power Test. Alternatively, the
magnetic clip can then be anchored to a wide variety of surfaces wearer may attempt to nullify the effects of a Psychic Technique
as the coiled safety line slowly unspools. The Battle-Brother on himself only, regardless of Range. To do this, the character
gains a +30 bonus to Climb Tests, and will not fall if he fails. takes a Focus Power (Willpower) Test. If he succeeds, he
is unaffected by the Psychic Technique, but any other targets
astaRtes Jump paCk or areas are affected normally. A nullification Test may trigger
psychic phenomena based on Psychic Strength as normal.
These large Additionally, the psychic hood grants the wearer a +5 bonus
rocket thrusters to all Focus Power Tests, including nullification attempts.
typically attach
to the backpack r
power unit on
Astartes power A Battle-Brother is asked to leave his home Chapter allegiances
armour. The and the majority of its heraldry behind when he joins the
user triggers a Deathwatch. However, that does not mean his squad is without
jump pack to honour, inspiration, or heroes, for devoting oneself to the grisly
lift high into war against the alien is its own great reward. Back banners fly on
the air and then swoops down as part of his assault. Jump packs ornate poles wrought with the Deathwatch symbol and icons of
are also useful in leaping over high obstacles and reaching Imperial faith, mounted on a backpack power unit or rising from
distant enemies. Most Battle-Brothers receive the specialised between the shoulder blades. These elaborate banners often tower
training necessary to operate these devices as part of an assault as tall again as the Battle-Brother’s height itself, heralding the
squad, where the extra noise and bulk is secondary to the extra valour of the Emperor’s avenging angels to brother and foe alike.
mobility that would allow him to charge that much faster into
the thick of battle. When the Kill-team’s leader spends a Fate Point to restore a
point of Cohesion (see page 212), he restores one bonus point of
A Jump Pack requires the Pilot (Personal) skill to operate lost Cohesion if he is wearing a back banner.
effectively. An Astartes Jump Pack allows for a safe, guided fall
from any height, and any number of short jumps. Such jumps ChaRm
allow the Battle-Brother to double his Base Movement and
travel in any direction without regard for obstacles. For all other A charm is a keepsake, holy relic, or good luck token that
purposes, he counts as having taken the appropriate Movement is intended to draw the benevolent eye of the Emperor, a
action. He must land by the end of his Turn. Alternatively, the Primarch, or other patron to the bearer. They take myriad
pack can use maximal thrust to duplicate the Flyer (12) trait for forms including such things as fragments of blessed bolter
up to a minute before the turbines require a minute to cool. casings, water from holy seas, and pelts of sacred animals.
astaRtes magboots Table 5–17: Equipment
Astartes power armour can be upgraded to contain strong Name Wt Req Renown
electromagnets built into the boot soles, allowing the wearer to –
adhere to metallic surfaces such as exterior hull plating. These Astartes Harness 8 4 –
magnets may be activated or de-activated at the beginning of Astartes Jump Pack 50 15 –
the wearer’s Turn. Magboots reduce Agility Bonus (recalculate Distinguished
Movement accordingly) by half when used, but otherwise Astartes Magboots 5 3 –
allow normal movement in low- or zero- gravity areas provided 25 –
there is a suitable surface to walk upon. Standalone versions of Astartes Psychic Hood 15 15 –
Magboots can be found outside the Adeptus Astartes. 6 Famed
Back Banner 5 1
Charm –
Chrono –
Dilation Field 1 45
171
Charm choices vary with Chapter and with the individual. Table 5–18: Drugs and Consumables
Charms have no tangible benefits. However, when the
unfolding plot calls for something bad to happen to a random Name Wt Req Renown
squad member, at the GM’s discretion a character with a
charm may be exempt. If all characters carry charms, then it is De-Tox – 10 –
up to the GM to choose which charms are the most potent.
Deadlock (Toxin) – 10 –
ChRono
Delay Agent (Toxin) – 6 –
Chronos are timepieces, which are dependable and simple to use.
General models are usually hand-held or worn on the wrist, while Genophage (Toxin) – N/A –
Space Marines typically rely on the ones built into their armour.
Injector –3 –
dilation field
Narthecium 5 10 –
Remnants of largely abandoned experiments with inverting stasis
field technology, a few of these devices linger in the armouries of Pain Suppressant – 10 –
Jericho Reach. These small, unembellished boxes are similar in
V: Armoury size to a force field projector, but rather than surrounding the user Repair Cement 0.5 1† –
with a protective field, within their sphere of effect time seems
to pass at a different rate. While this enables a Battle-Brother to Resuscitex –5 –
react with unprecedented swiftness to the events around him, the
sudden shift in his perceptions can be disorienting. Sacred Ungents – 20 –
A dilation field grants the owner the Unnatural Agility and †Requisition value is only for evaluating requests deemed “excessive”.
Unnatural Speed Traits. Activating the field is a Ready Action
with all effects (including any change to the character’s place in positive and negative, of any drugs, toxins, or gases affecting
the Initiative Order) beginning at the start of the next Round. the character (unless the effect states that de-tox is not
Dilation fields consume huge amounts of power, and once effective against them) and renders him immune for another
activated remain on for only 1d10 Rounds before requiring 1 1d10 Rounds. Given that natural Space Marine resilience
hour to recharge. Furthermore, the character is at –10 WS and BS protects him against many of the common chemicals that
on the first Turn the field goes into effect, and the first Turn after pose a threat to other beings, de-tox is manually administered
the field’s effects end, as he adjusts his timing. to avoid unintended interruption of injector system effects.
The interactions between dilation fields and force fields can deadloCk (toxin)
have disastrous consequences, and only one type of field should
be activated at a time on a character. This paralytic chemical causes the target’s muscles to seize,
immobilising him for easy elimination or capture without
druGs And rendering him unconscious. This toxin is most commonly
consumABles found in the form of needler rounds. If the victim fails a
Difficult (–10) Toughness Test, he suffers 1d10 temporary
Common combat drugs such as Slaught or Ghostfire Pollen Strength Damage, plus a further 1d10 per degree of Failure.
would only serve to pollute the perfectly engineered Space If he reaches “0” Strength, he is completely paralysed and
Marines’ blood. However, chemical compounds have a place in unable to act. This paralysis and Strength Damage wears off in
their arsenal, primarily for use on enemies, but also in the specially 2d5 minutes, minus the victim’s Toughness Bonus (minimum
formulated concentrates used to help an Adeptus Astartes shrug off 1 minute).
debilitating injuries. Unless otherwise noted, all drugs listed here
are Astartes-grade. They may be used on normal humans, but this delay agent (toxin)
requires a Routine (+10) Medicae Test when administered to
correctly cut the dosage and avoid causing 1d5 levels of Fatigue Not a toxin in and of itself, a delay agent encapsulates the molecules
and 1 Round of Stun in addition to the intended effect. Unless of drugs and poisons with a slowly decaying non-reactive
otherwise noted, the Requisition cost listed in Table 5–19: Drugs microshell that allows the payload to take effect substantially after
and Consumables is for a single unit or dose. delivery. Any drug or toxin may be cut with a delay agent, causing
it to take effect 1d5 hours after it is administered.
de-tox
genophage (toxin)
A more powerful form of the anti-toxins found in Astartes
power armour, this drug can negate the effects of most Lethally effective, every dose of genophage is tailored to
dangerous gases and toxins if administered quickly enough. attack the weaknesses in the molecular structure of a particular
A dose of de-tox immediately ends the ongoing effects, both individual. As such, it may never be simply Requisitioned,
and must always be custom made. Victims of genophage
stand little chance of resisting the quick-acting enzymes that
immediately shut down circulatory and respiratory functions.
Genophage is so deadly that it only needs to make contact
with its intended target to be effective. If used in weapon form,
this means the attack must deal at least 1 point of Damage after
AP, but does not need to overcome TB. If contact is made,
the target must pass a Hard (–20) Toughness Test. Failure
indicates he takes 1d10+5 impact Damage with no reduction
172
for armour or Toughness. This continues every Round until saCRed unguents V: Armoury
the victim either passes the Test or dies. If genophage is used
upon a creature other than the individual it was made for, it Sacred unguents blessed by the Omnissiah are much sought
simply has the standard Toxic effect. after for their mystical properties when applied to machines.
If applied to a weapon (a Full Action) it becomes immune
r to Jamming (see Chapter VIII: Combat, page 249) for a
number of shots equal to its clip size. If the weapon is Jammed
Injectors carried by the Adeptus Astartes are usually hypo- and the unguent is then applied, it immediately unjams, but
sprays that require helmets to be removed so that skin there is no further effect.
contact can be made. An injector can hold a single dose of
any drug (or toxin), which a character may administer as a tools
Full Action. An injector may be used on an unwilling target
through standard melee combat rules as though it were a astaRtes ClusteR mines
weapon, but the injector itself deals no Damage and cannot
penetrate armour. Cluster mines are designed not just for explosive power, but to
avoid the enemy’s notice until he is blown into tiny bits. Cluster
naRtheCium mines achieve this aim by packing triple-intensity fyceline or
similarly potent explosives into dozens of micro-explosive nodules
The tool of an Apothecary’s trade, a narthecium contains that are linked to a single trigger, typically a tripwire or pressure
implements specially designed for Space Marine physiology sensor. The networked explosives have a synergistic effect and
and for performing first aid without having to remove the produce a massive blast when detonated.
patient ’s power armour. It also comprises various counterseptics,
skin patches, transfusions and other compounds engineered A standard mine array covers two square metres; this can be
for the Space Marines’ physiology, and several stasis tubes for increased by linking multiple mine arrays, but the area’s smallest
storing recovered gene-seed. dimension must not be less than one metre for the mines to have
their full effect. Cluster mines are designed for even the relatively
A narthecium grants a +20 Bonus to Medicae Tests green Scout squads to plant without extensive training. When
made on a Space Marine patient. It also raises the setting cluster mines, the character makes a Concealment Test,
Threshold at which the patient is considered Lightly receiving a +20 bonus if he is also trained in Demolitions. Note
Damaged to 3 times his Toughness Bonus, and doubles the degrees of success, as any character about to pass through a
the amount of damage healed by first aid. A narthecium mined area Opposes those successes with an Awareness Test. If
also holds ten doses of any one drug. The drug must be the potential victim wins the contest, he may stop short to avoid
acquired separately. the mines. If he fails, he and anyone else in the mined area take
4d10 X Damage with a Penetration of 4.
pain suppRessant
A successful Demolitions Test while planting mines allows for
The same chemical is found in most Astartes power armour more sophisticated trigger techniques such as time-delays. These
injectors and allows a character to ignore Critical Effects for booby traps are particularly effective when used to damage the
1d10 Rounds. Additional doses are often carried in nartheciums, vulnerable underside of most vehicles. Cluster mines double their
and may also be used in the Sacraments of Renewal to refill Penetration to any vehicle in their area of effect.
power armour injectors with a Routine (+10) Tech-Use Test.
astaRtes signum
RepaiR Cement
A signum is a sensorium and transmitter array that can be mounted
Repair Cement is a spray-gel composed of dual tubes of on a Battle-Brother’s armour. It broadcasts enhanced tactical
polyplas allomers that bond instantly with each other to seal readings to all members of a Squad, allowing them to benefit from
power armour damage. It is typically used for quick field the targeting data. While a character equipped with a signum is in
repair of breaches until the armour can be attended properly Squad Mode, all characters in Squad Mode receive a +5 bonus to
by a follower of the Omnissiah. A Space Marine learns how Ballistic Skill Tests. If the equipped character spends a Full Action
to use repair cement as soon as he is issued power armour; its and succeeds on a Tech-Use Test, this bonus increases to +10
application takes one Round but requires no Test. until the end of the next Round. The effects of multiple signums
are not cumulative, but see the signum link below.
ResusCitex
astaRtes signum link
This stimm is intended to revive an unconscious comrade. It
immediately wakes an unconscious character. If the character A signum is a useful tool alone, but by equipping the targeting
has taken Fatigue levels in excess of his Toughness Bonus, it systems of one or more squad members with a signum link,
reverts the level of Fatigue to a number equal to his TB. It they can make optimal use of the signum’s readings to achieve
has no effect on conscious characters suffering Fatigue levels unparalleled acts of teamwork by forming a web of their
equal to or less than their TB. interconnected autosenses. This allows all participating members
173
V: Armoury to make a concerted attack on the same foe, striking Founding. From hand-copied tomes bound in etched leather
with a coordinated precision that makes their assault all to crystal-circuited datacrypts, the collected wisdom of
but inescapable. Roboute Guilliman, the Primarch of the Ultramarines—and
arguably the most celebrated war tactician the Imperium has
To form a signum web, at least one member of a Squad must ever seen—endures in forms uncounted. It is also the guiding
be equipped with a signum. One or more other characters doctrine for how most Chapters operate today. Many Battle-
in the squad then equip their armour with signum links. Brothers, particularly the descendants of Guilliman, never
All characters in Squad Mode on the web (via the signum pass a day without studying from this text.
or a link) may benefit from the rules for ganging up on an
opponent, regardless of whether they are engaged in melee Combi tool
or using ranged attacks, and with the benefits applying both
to Weapon Skill and Ballistic Skill. Characters in Solo mode Commonly found in the hands of Techmarines, combi-tools
gain no benefits from being part of the signum’s web. are versatile, if somewhat bizarre, mechanical devices. They
are spindled with small implements that interface, cut, solder,
r and anoint, granting a +10 bonus to Tech-Use Tests.
The Space Marine version of a Targeter encompasses several data-slate
sights connected to a guidance cogitator array that improves
overall accuracy. Rather than being hard-wired to a specific Data-slates are commonplace in the Imperium—the primary
weapon, the array fixes at the shoulder or backpack unit means of storing and reading printed text, schematics, and
and links into the power armour’s general targeting systems, other media such as video (pict) or audio (vox) recordings.
providing its benefits to all ranged weapons the user wields Models range from cheap, single purpose devices built to play
regardless of their Class. only a certain recording, to sophisticated models that can re-
record new information and transmit and receive data from
A Targeter combines the effects of a Red-Dot Laser Sight other devices.
and Telescopic Sight. In addition, its sophisticated target-lock
system makes evading a shot from a weapon guided by it
extremely difficult. Attempts to Dodge ranged attacks from a
character equipped with a Targeter suffer a –10 penalty.
r Table 5–19: Tools
These devices are used to detect energy emissions, motion, Name Wt Req Renown
and biological life signs. A character using an auspex gains
a +20 bonus to Awareness Tests and may make a Tech-Use Astartes Cluster Mines 4 5† –
Test to spot things not normally detectable to human senses
alone, such as invisible gases, nearby bio-signs, or ambient Astartes Signum 5 35 Distinguished
radiation. The standard range for an auspex is 50m, though
walls more than 50cm thick and certain shielding materials Astartes Signum Link +0.5 20 –
can block the scanner.
Astartes Targeter 4 25 Distinguished
CaRtogRaph
Auspex 0.5 12 –
This specialised data-slate accepts geographical and
navigational information on a planet, either from existing Cartograph 0.5 5 –
data-banks or gathered by a ship’s Augur Arrays in orbit. Its
geo-locator tracks the user’s planetary coordinates, enabling it Codex Astartes 0.5 – –
to provide distance and bearing to any known location. This
provides a +10 to all Navigation (Surface) Tests. It is also Combi Tool 1 15 –
capable of storing detailed maps and schematics, which can
be useful for objective approach planning. Many cartographs Data Slate 0.5 5 –
are also equipped with a small holo-projector that displays
three-dimensional maps of its contents. Demolition Charges 1 10 –
Codex astaRtes Elucidator 1 25 –
The entirety of the Codex Astartes fills immense librariums, Lamp/ Glow-globe 0.5 1 –
but many Space Marines carry the heart of this sacred text
into battle. Of course, interpretations of what passages form Locus Seeker – 30 –
the core of the codex vary even more than the forms it has
been transcribed into over the millennia since the Second Magnoculars 0.5 3 –
Melta bomb 12 25 –
Multikey – 15 –
Pict recorder 1 5–
Psy-Focus – 15 –
Reductor 4 8–
Restraints 4 10 –
Screamer 1.5 5 –
Stummer 2 5–
Teleport Homer 0 10 –
Vox-Caster 0.5 10 –
†This is the cost for one mine array. Each cluster of mines must be
equisitioned individually.
174
demolition ChaRge magnoCulaRs
A demolition charge is a simple explosive device, commonly used These are powerful vision aids that magnify distant objects. V: Armoury
for blowing open doors, breaching bulkheads, and destroying More advanced, high-quality magnoculars can also give
infrastructure. The listed weight for a demolition charge represents range read-outs, detect heat sources, calculate target location
1 kg of explosives, though it is possible to rig charges together, thus positioning, and take pict-captures of a view for later analysis.
increasing their destructive potential. When a demolition charge
explodes, anyone (or anything) caught within its blast radius takes melta bomb
3d10 Explosive Damage plus an additional 2 points of Damage
for every kilogram used. The blast radius of the charge is 3 metres Melta bombs affix to their target with mag-adhesives
for each kilogram used. For setting and defusing explosives see designed to quickly adhere to metallic surfaces. They
the Demolition Skill in Chapter III: Skills, pages 97-98. detonate with a powerful shaped charge of intense heat akin
to a meltagun beam, and are ideal for destroying dangerous
r alien relics, vehicle hulls, and other heavily armoured targets.
Melta bombs are typically unwieldy and not designed to be
The Jericho Reach is rife with planets out of contact with the thrown, only placed in contact with their target material to
Imperium for thousands of years, pockets of humanity lost ensure the charge explodes to maximum effect. When a melta
during the Age of Shadow or even before. During that time, bomb explodes it deals 6d10 E Damage to anything within
their language may have diverged radically from Low Gothic. An 2 metres with a Penetration of 12. Anything surviving must
elucidator is a hand-held device that can analyse speech or text, pass an Agility Test or catch on fire.
and translate it into a standard language and dialect (and vice
versa). It is most useful in dealing with cultures whose languages multikey
have a basis in Low Gothic, requiring no Test to perform this
function. However, a character with the Logic Skill may make As it can open most standard Imperial locks, a multikey is
a Difficult (–20) Test to use an elucidator to decipher basic reason for suspicion in the hands of a common citizen. For
meanings from truly alien languages. (The GM may adjust this organisations like the Deathwatch they are indispensable, as
modifier depending on the language’s similarity to ones the it is considerably faster and quieter to infiltrate the enemy’s
character does know.) An elucidator’s output can display on its fortifications than to blast through them. A character with a
screen, project from its vox, or transmit through a vox channel. multikey gains a +30 bonus to any Security Test when trying
to open locks.
lamp/ glow-globe
r
These common devices can illuminate an area a dozen or more
metres in diameter. A typical lamp lasts 1d5 hours before it Pict recorders (or simply picters) are relatively simple live-media
needs to be recharged. recording devices, and some have holographic capabilities.
Most also allow for playback as well as recording, and some
r are even built into dedicated pict-servitors so they can capture
important battles, weapon tests, alien interrogations, and other
A locus seeker is actually a pair of devices. The smaller component, dangerous events.
the locus caller, is a dull metal sphere only millimetres in
diameter. The larger component is a small, translucent globe psy-foCus
with a needle of identical metal suspended mysteriously inside.
The needle, called the locus seeker, is usually carved in the shape Psykers and Librarians often use these items to help them focus
of a grasping talon and reaches unerringly towards the caller, their powers. A psy-focus could be a book of meditations, a
with no observed limits on its distance. Occasionally these blessed icon, or a carved witch stave from the Battle-Brother’s
globes have been unearthed with missing callers, and unlucky homeworld. When a psyker with a Psy-focus makes an
men have been sent to search for decades or even lifetimes to Invocation Skill Test (see Chapter III: Skills, page 99) he
locate the other piece, so valuable is a completed locus seeker. gains a +10 bonus.
Although difficult to come by, these devices can be invaluable r
for tracking suspicious ships, cargo, or individuals over not just
planets, but sectors. Plotting a course towards the caller using the Retrieval and storage of a fallen Battle-Brother’s gene-seed
globe requires the appropriate Navigation Test with a Difficulty is so critical that Apothecaries carry a special tool for this
based on how much distance lies between the two. Hiding a operation. While a reductor is not required for Progenoid
locus caller on a person or object requires a Concealment Test, removal, it significantly reduces the time. This surgical
with the degrees of success noted for later Opposed Search implement fastens under the wrist. It includes a monomolecular
Tests by any potential detectors. One may also embed a caller saw for penetrating power armour and Ossmodula-enhanced
in an object through a Routine (+10) Test on the appropriate rib cages, and a diamantine-tipped extractor drill.
Skill (Tech-Use for a data-slate, Trade (Armourer) for a weapon,
and so on).
175
V: Armoury A reductor reduces the time to remove the Progenoid glands r
to 1 Round per gland (2 for a full recovery). Although generally
regarded as disrespectful to the machine’s sombre purpose, it Short-range voxes (like those in power armour) lack the range
can also be used as a melee weapon that does 1d10+2 R with to coordinate across an entire planet or reach spacecraft in
a Penetration of 10. If used as a weapon, a reductor does not orbit. A vox-caster can be used to send signals over great
add the Battle-Brother’s SB to Damage; its design emphasises distances, up to and including ships in orbit from a planet’s
control and precision, but does not provide adequate leverage surface. Using a vox-caster to receive or transmit signals
to take advantage of the wielder’s strength. through interference or other unusual conditions requires a
successful Tech-Use Test with a Difficulty commensurate to
RestRaints the adversity of the conditions.
Despite their designation, Kill-teams’ Mission objectives are far Cybernetics
more varied than simple target elimination. Live capture may
be the means to an end or the goal itself. Simple but effective, “This hand? Yes, it seems a fine instrument of vengeance. I trust it
Deathwatch restraints size to most roughly human-shaped will help me repay the one who necessitated it in the first place.”
bodies and are strong enough to hold even a thrashing Ork.
–Brother Leonen of the Dark Angels, after losing an arm
r
Usually Battle-Brothers are augmented with
Screamers are proximity alarms that detect motion or sound— cybernetics due to battle wounds. Requisition and
depending on the model—and alert their users to incoming Renown requirements are listed for reference, but
dangers by making a horrendous noise. To use a screamer, with the exception of servo-harnesses and servo-arms (which
you must succeed on a Tech-Use Test. The GM rolls this test can connect to and detach from external ports), cybernetics
in secret so you are not sure of whether or not the device are permanent, usually installed to replace lost functionality
will work properly. Once set, a screamer has a Perception from Critical Damage. The craftsmanship of the mechanical
of 75 for the purposes of detecting sound or motion. If it replacement varies with the Battle-Brother’s Renown as
detects an intruder, it sounds its alarm, which can be heard detailed on Table 5–23: Cybernetic Replacement
anywhere out to 1 kilometre and may also be set to broadcast Craftsmanship. The installation process is only carried out
over a pre-programmed vox channel. Doors, walls, and other by Apothecaries trained in Astartes physiology, and most
barriers may reduce the alarm’s auditory range. operational Watch Stations have the necessary facilities. The
operation and recovery takes 2d10- TB days (minimum 1).
r
There are exceptions, such as the Iron Hands and many
The reverse of a screamer, stummers generate sound waves Techmarines, who embrace the chance to become closer to the
to cancel out ambient sounds and noises made by moving machine. A Techmarine may start with a Servo-Arm and one
personnel in a small area. A character carrying an active other Common craftsmanship cybernetic. (In some Chapters,
stummer gains a +30 to Silent Move Tests. The device may like the Space Wolves, the sacrifice of flesh is required to walk
also be used as a countermeasure against vox-bugs and other the path of Machine Spirits.) When a Techmarine crosses the
surveillance attempts. A stummer typically has enough power Renown threshold to Respected, he may opt to install one
for 20 minutes of continuous use before needing to be Exceptional craftsmanship cybernetic; this may either be a
recharged, a process that takes about 1 hour. new bionic or an upgrade to an existing system. When a
Techmarine become Famed, he may opt to install one Master-
r Crafted cybernetic.
These powerful signal transmitters allow ships equipped with The robust construction of cybernetics adds 2 to the
a Teleportarium or similar technology to zero in on a person, owner’s Toughness Bonus (after Unnatural Toughness) in
object, or area. Teleport homers may be used to target points the relevant location. Damage taken to these locations counts
for squad deployment or to locate a moving individual who as Damage to the character, and Critical Damage dealt to
needs to be retrieved. these locations functions as normal. Any result that causes
bleeding or some other inappropriate result has a 50% chance
telepoRtation of rendering the bionic limb useless; otherwise the durable
natures of the appendage and its owner manage to shrug off
Space Marines often use a teleportarium aboard one of the effect. Critical Damage to a limb that results in death
their Strike Cruisers, Battle Barges, or other space vessels always has the full effect; it can be assumed that the limb
to arrive directly into the thick of the action. Typically, explodes into shrapnel, incinerates, or discharges stored
this is done only by the heavily-armoured Terminators. energy through the owner with lethal results.
Replacement and additional limbs—such as servo-arms—
can only be used to perform tasks that the owner already
knows how to do. Any bonuses or penalties relate only to
176
Tests made using the bionic limb, and characters that possess At a minimum, a servo-harness consists of two servo-arms, a V: Armoury
two bionic limbs do not double the modifier. Combi-tool, a fyceline torch, and a plasma cutter. The torch is
identical to an Astartes flamer. The plasma cutter can cut through
It is important to note that the Requisition cost for a a metre of adamantine plating up to 20 centimetres thick every
Cybernetic is a one-time payment. Once the cybernetic is minute (thinner material can be cut through faster). It may also be
installed, the character possesses it until he dies. used as though it were an Astartes Plasma Pistol (sepeage 148)
with a Range of 10m and no option to fire on Maximal Mode.
astaRtes seRvo-aRm
The ingenious machine spirit of a servo-harness is capable
Techmarine servo-arms are powerful manipulators tipped with of far more sublime communion with its master than a simple
crushing pincers, useful for field repairs and punishing enemies. servo-arm. A character with Talents that make him capable
Ports for these detachable appendages are installed at the shoulder, of taking the Multiple Attacks Action may use any weapon
and the Battle-Brother’s armour must also be upgraded with more (or equivalent) on his servo-harness for any of the attacks he
powerful gyro-stabilisers to use one effectively. So supported, a would normally be allowed, subject to all normal limitations
servo-arm can lift one side of a Rhino APC to repair a broken including weapon Class. Additionally, the Techmarine may
tread link. use his Reaction to make a single shot or strike with any one
weapon on the harness. Exceptional servo-harnesses enhance
A servo-arm can extend up to 1.5 metres. A Techmarine uses the servo-arms to Exceptional as discussed above, and add a
the arm’s Strength value of 75 with Unnatural Strength (X2) +5 to all Skill, WS, and BS Tests made using the components
rather than his own (this value cannot be increased or decreased of the harness. The Servo-Harness Integration Talent is
through devices or abilities that affect the Techmarine’s strength). required in order to use a Servo-Harness.
The limb’s gripping mandibles allow the Techmarine to lift heavy
objects or anchor himself to a suitable point as a Free Action. augeR aRRay
Astartes servo-arms are more than just repair tools, and make These implanted devices duplicate the effects of sensor
deadly weapons. The Techmarine may strike with the arm as his systems that go beyond the human horizons of perception. In
Reaction for the round, or as a Standard Attack during his turn all cases their use requires concentration and a Half Action.
(so long as the servo-arm only makes one attack per round). This
attack uses the Techmarine’s Weapon Skill, and deals 2d10+14 Common systems function identically to a standard hand-
Impact Damage with Pen 10. Exceptional craftsmanship servo- held auspex (see page 174). Exceptional systems
arms increase their Strength value to function as a full auspex and also allow re-rolls on
85 (increasing damage to 2d10+16) Perception based Tests when using its functions.
and add a +10 to Grapple Tests.
astaRtes seRvo- bioniC aRm
haRness Common versions of these systems replace
the function of the Battle-Brother’s arms
Like a servo-arm, a full servo-harness integrates and hand exactly, retaining his strength,
with the Techmarine’s power armour and is dexterity, and sense of touch.
controlled through the same spine interface that
makes him one with his armour. Radiating Exceptional bionic arms provide a
from a boosted fusion backpack capable of +10 bonus on Tests requiring delicate
powering them all, this cluster of auxiliary manipulation (such as Tech-Use Tests to
limbs aid in battlefield repairs as well as repair small circuitry) and add a +10 bonus
combat. The composition of each to Strength Tests using the arm.
servo-harness is unique,
customised with bioniC heaRt
the tools most
preferred by its A Space Marine is quite capable of living through
previous owners the destruction of one of his two hearts. Naturally
for tending to if this happens, the organ must be replaced. The
machine spirits and necessarily lightweight materials of a bionic heart
laying waste to the God- do not provide quite as much shielding as the
Emperor’s enemies. Some bear only a thick plating of an external bionic, adding only
few appendages, while others are great
spiders of diagnostors, interface tines, 1 to the Body location’s Toughness Bonus.
drills, weapons, plasma cutters, and Exceptional models can be triggered to pump
even more arcane elements that future more rapidly to increase physical capacity,
inheritors may struggle to fully though prolonged operation puts stress on
understand. the circulatory system. This provides the
Sprint Talent.
177
bioniC loComotion (legs, etC.) Table 5–21: Cybernetic Replacement
Craftsmanship
Common locomotion bionics must be fully integrated into the
spine and nervous system to function properly; basic models Renown Rating Craftsmanship
accomplish this while retaining complete motor function. Initiate
Exceptional versions of these systems grant the owner the Common: A high quality, rugged
Sprint Talent. In addition, they add a +20 bonus to Tests Respected, replacement that is functionally
made to jump or leap. Distinguished equivalent to the replaced body part.
V: Armoury bioniC RespiRatoRy system Famed, Hero Exceptional: An advanced system
that not only replaces the lost body
Common bionic lungs and implanted respiratory systems part, but also possesses additional
mimic the action of human lungs and keep the body supplied utility.
with oxygen. Characters with such a system installed gain a
+20 bonus to Toughness Tests made to resist airborne toxins Master-Crafted: The cybernetic has
and gas weapons. been crafted by master artisans. It is
exceptionally functional and striking
Exceptional bionic lungs count as a full life support system; in design.
if for any reason the user’s power armour loses integrity or
his own respiratory system fails, his bionic lungs keep his implant involves a single spinal or cortex connector, while
blood oxygenated. If desired, Exceptional bionic lungs may advanced variants include wrist connector probes—and
be designed to go undetected by scans. possibly mechadendrite connectors—in addition to the
spinal plug.
CybeRnetiC senses
Common models give no modifiers to machine spirit
Sight, hearing, touch, and taste may all need to be duplicated communication and add a +10 bonus to the Tech-Use, Pilot, or
artificially when nerves or organs are damaged. Followers of Drive Tests used in conjunction with devices capable of MIU link.
the Machine God sometimes add more esoteric senses. Exceptional models grant a +10 bonus to communicate with
machine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry,
Common systems, while usually very obviously artificial, and Ballistic Skill Tests when interfaced with MIU systems.
duplicate the approximate range of normal senses adequately
and have no further game effects. Servitors
Exceptional cybernetic senses grant the Heightened Senses Aservitor is an automaton whose controlling
Talent for that particular sense, and a +20 bonus to Tests components are organic and mostly human in origin.
made to resist attacks on the sense itself, such as deafening Some are grown in vats, while others are formed from
noises or blinding flashes. Basic and advanced cybernetic failed recruits or civilian criminals whose sentence is an un-life
eyes may also incorporate magnifying lenses (duplicating the of service to the Imperium’s heroes. The process of creating a
effect of a telescopic sight for any ranged weapon used, a servitor purges higher brain functions and psychic patterns of
full photo-visor, and/or a system duplicating the Dark Sight the subject, rendering him a blank slate for reprogramming.
Trait. Likewise, basic or advanced cybernetic hearing may
also include an internal micro-bead system. Like all machines, Servitors fall into the domain of the
Techmarines to oversee. The most common form of servitor
mind impulse unit (miu) are mindless labour drones, dedicated to the most menial
tasks needed to maintain a Chapter’s equipment and fitted
These devices, also known as sense-links, allow the owner with the devices necessary to their toil. Other varieties can be
to directly interface with a machine or technological device. found serving the Space Marines and the rest of the Imperium
MIUs see widespread use among Techmarines. A basic MIU as pilots, heavy lifters, veritable guns on legs, and in countless
other roles where little thought is required, or given. The
Table 5–20: Cybernetics right programming and equipment makes servitors and servo-
skulls effective as cyber-familiars, medical assistants, scribes,
Name Req Renown proclaimers, scroll-carriers, or virtually any other task where a
Astartes Servo-Arm 30 – light hand and simple, obedient mind is all that is required.
Astartes Servo-Harness 50 Famed
Auger Array 15 – Table 5–22: Servitors and Familiars
Bionic Arm 15 – Name Req Renown
Bionic Heart 15 – Servitor (Battle) 20 Distinguished
Bionic Locomotion (Legs etc) 15 – Servitor (Monotask) 15 Distinguished
Bionic Respiratory System 10 – Servo-skull 15 Distinguished
Cybernetic Senses 15 –
MIU 15 – For the profiles of the above Servitors, see page 376.
178
Psykers in The
imPerium
•
sPace marine
Librarians
•
Psychic Powers
in DeaThwaTch
•
p
•
coDex Psychic
Powers
•
chaPTer Psychic
Powers
VI: Psychic Powers Chapter VI: Psykers in the
Psychic Powers imPerium
“As the chainsword rends flesh, so will you rend souls. As the boltgun “Human minds are weak and feeble—is it any wonder then that the
tears bodies, so will you tear minds. The power of the Immaterium is Warp confounds and corrupts them?”
your weapon, and you will use it well.”
–Valash Hex, Arch Heretic of the Scarlet Intent
–Cadras, Epistolary of the White Consuls Chapter
Though psykers make up but the tiniest fraction of the
Psykers and psychic powers are a fact of existence in Imperium’s population, among an empire of a billion billion
the Imperium, and the result of man’s exposure and they number in their millions. It falls to the various arms
connection to the warp. It is through this connection of the Administratum, the Inquisition, and the Ministorum
to the otherworldly realm of warp space, also known as the to find these individuals and decide what use they will be
Immaterium or Ether, that some gifted individuals can channel to the Emperor of Mankind. For many psykers, this means
energies into the real universe, creating powerful effects and death, and they will face either summary execution or a long
shaping the face of reality itself. Collectively these feats are journey aboard the Black Ships back to Terra where they
known as psychic powers, though they may be branded as will experience the ‘honour’ of feeding the Golden Throne
spells, sorcery or feats of will depending on the practitioner with their souls. Some, however, exhibit enough strength and
and where they hail from in the Imperium. talent to be spared this fate, and are sent to the Scholastica
Psykana to be trained to serve either as Astropaths or as battle
Within the Imperium, the most important function that psykers in the armies of the Emperor.
psykers have is to allow Mankind to communicate over vast
distances and guide Humanity’s ships through the Immaterium,
making travel between far flung systems possible. Without
them the Imperium could not exist and would splinter and
fall into a million isolated warring worlds. It is ironic then
that psykers also present the Imperium with one of its most
dangerous foes - a horde of living conduits to the Warp, from
which Daemons and dark powers hunger to bring fire and
ruin to Humanity. For this reason, the Imperium takes the
handling and rearing of psykers very seriously, and those
with the gift are watched very closely indeed.
This is as true for the Space Marines as it is for anyone
else, and in the ranks of the Adeptus Astartes those trained
and implanted with the Chapter’s gene-seed are constantly
screened for signs of the gift. When a Battle-Brother is found
to exhibit indications of psychic talent, he is given over to
the Librarium and the Chapter’s Chief Librarian, who will
determine whether or not he can master his powers and serve
as a Space Marine Librarian, the Adeptus Astartes’ potent
battle psykers, keepers of lore and shields against the worst
the Warp has to offer. Those that pass the trials will learn to
turn their gifts into deadly weapons and take an honoured
place among their Battle-Brothers in the constant war to
preserve the Imperium from its enemies.
In Deathwatch, players can take on the role of these
Space Marine Librarians, powerful Battle-Brothers trained
in the use of psychic powers. A Librarian character and the
powers he wields offer a Kill-team a wide variety of game
options and a number of unique ways to complete missions
or overcome foes. Primarily, however, a Librarian’s powers
are centred around combat and influencing or enhancing the
Kill-team’s abilities on the battlefield, and are mostly used to
tip the scales of war in the PCs’ favour. In this chapter the
GM and players will find the core rules for using Psychic
Powers in their games of Deathwatch as well as a broad
collection of powers for the Librarian character.
180
schoLasTica Psykana Astropaths are perhaps the most important of all Imperial VI: Psychic Powers
psykers and worth more than any number of Imperial Guard
Only psykers sanctioned by the Imperium and properly trained mind-blades or Inquisitorial bloodhounds.
to use their abilities are allowed to serve the Emperor. Those
without control or without the ability to learn control are Part of an Astropath’s initiation involves undergoing the
destroyed, as it is far too dangerous to allow them to live. The ritual of Soul Binding, a kind of spiritual gelding that binds
great training institution of the Scholastica Psykana shapes the psyker’s mind to the Emperor’s greatness and helps him
the raw recruits into productive servants of the Emperor, and to better ‘see’ the Astronomican (the great warp beacon that
tames their gifts for the good of both themselves and those shines from Terra, guiding all ships through the Immaterium).
around them. Gathered from across the Imperium by the It does, however, come at a price: Soul Binding inevitably
sinister Black Ships of the Inquisition, psykers are brought strips the Astropath of his mortal senses rendering him
daily to the Scholastica in their thousands. For many, the sightless (though not unseeing) as his psychic senses are
great doors of the Psykana are the last things they ever see, sharpened.
for a large proportion are fated to die alone and in agony
during their trials, or are swiftly executed when their power DisciPLes of The Dark GoDs
overcomes them. Those that survive, however, are sanctioned
and given the chance to serve the Emperor with honour. Not all human psykers serve the Emperor, and many manage
to slip the grasp of the Administratum to become a blight
sancTioneD Psykers upon the Imperium. These damned souls are known by the
Inquisition, and the righteous, as rogue psykers, unsanctioned
The Imperium uses psykers in a variety of ways and those by the Imperium and a danger to all who cross their path.
trained in the Scholastica Psykana will be farmed out to Such cursed individuals will often make pacts with dark gods,
various Imperial agencies and institutions, which will use or foul alien lords to further their talents, driven onwards by
them to maintain Humanity’s dominance over the stars. Some an unquenchable thirst for power woven deep within their
psykers are trained for war and seconded out to Imperial connection to the Warp. Daemons are sometimes able to
Guard regiments where their talents will be used to aid the use such individuals as gateways to the realm of reality, or
Emperor’s armies and bring carnage and death to His foes. as vessels into which they pour their dark power, inevitably
Such a life is harsh, however, with most such psykers finding leading to ruin, blood, and fire on a horrific scale. Fortunately
only death in battle or from a Commissar’s bolt round, if they for the Imperium, the frailty of the human mind means that
do not succumb to madness first. A few, however, manage to most not trained by the Scholastica Psykana will succumb
survive, perhaps even rising to the rank of Primaris Psyker. to their powers and die long before they master their gifts.
Those that do not, however, are deadly foes indeed.
The Inquisition too takes its share of psykers from the
Scholastica Psykana. Often chosen personally for their gifts xenos Psykers
by individual Inquisitors, a sanctioned psyker will be plucked
out of his life to do his new master’s bidding. Understandably Mankind is far from the only race that uses psykers and tries
the skills of a psyker can be invaluable to an Inquisitor where to harness the power of the Warp for its own ends. In fact,
peering into minds, uncovering ancient lore, and warding among the ancient races of the galaxy, man is often seen as a
against daemonic power are all part of the job. In fact many child in such matters, struggling to understand a connection
Inquisitors are themselves psykers, having developed talents that has existed long before his own existence. Of the races
either as part of their long training to wield the Rosette or a Librarian will face in his service to the Emperor, most will
from their exposure to the Warp and its forbidden knowledge. employ psychic warriors to oppose him. Whether it is the
A psyker that serves the Inquisition can perhaps hope for arcane and enigmatic powers of the Eldar Warlocks, the
a chance to rise above his station. However, such a chance instinctive and brutal abilities of a Tyranid Zoanthrope or
comes at the cost of dealing with some of the worst horrors the insidious and cunning spells of a Chaos Sorcerer, all are
the galaxy has to offer. extraordinarily dangerous foes. When combating such vile
alien threats, the presence of a Librarian becomes invaluable,
asTroPaThs not just for his ability to quell enemy psychic powers or cast
back warp energies of his own, but for his deep understanding
In addition to those sent to the Imperial Guard or the of the Warp and the ways of the alien mystics that use it.
Inquisition, many psykers eventually become Astropaths—
living links across the void who allow communication
between ships and worlds across thousands of light years.
Only the strongest in the arts of telepathy can hope to become
Astropaths, and even these are carefully chosen by the Coven
Masters of the Adeptus Astra Telepathica for their skill and
control. They are then put through many further trials and
training regimes that help them develop their command
of their gifts beyond that of other psykers. Because of the
role they play in the continued existence of the Imperium,
181
VI: Psychic Powers Space Marine selection and training
Librarians
The selection and training of a Librarian is long and arduous,
“We often say that the mind of man is his greatest weapon. Think doubly so as aspirants to the Librarium must simultaneously
how much greater then the mind of a Space Marine must be?” complete their induction into the ranks of the Chapter and the
melding of the Chapter’s gene-seed with their own DNA. Each
–Attributed to Magnus the Red Chapter selects its candidates for the Librarium in a variety of ways,
depending on its methods of recruiting. The majority of Chapters
Among the vast legions of psykers that serve the Imperium, ensure that new recruits are screened by the Chapter’s Librarians
none exhibit such strength of will or raw ability as that for signs of psychic potential, and those that show psychic abilities
of a Space Marine Librarian. Even the ancient Inquisitor are chosen as candidates to join the Librarium. Other Chapters,
Lords of the Holy Ordos are often in awe of the Librarians’ brutal however, actively recruit those with psychic talent and sometimes
power with which they hammer their foes with psychic energy. even draw them from the Scholastica Psykana, choosing those
This power is in part the result of their training and in part a with the most potential and then subjecting them to gene-seed
reflection of their superior will and physiology, granted them by implantation and Adeptus Astartes training. Becoming a Librarian
their Chapter’s gene-seed. The result is a focus of power unlike is perhaps the hardest path to tread within the Adeptus Astartes
that possessed by any other kind of psyker, and an ability to and requires absolute dedication from those that embark upon it.
shape the energies of the Immaterium into effects and weapons of A Battle-Brother who desires to wear the mantle of the Librarian
extraordinary potency. To reach the ranks of Librarian, however, must undergo numerous trials and tests, each designed to test his
is no easy task, even for the hardened mind and body of a Space mental strength and dedication to the Chapter.
Marine. Few psykers are deemed stable and safe enough to enter
into the training, and fewer still survive the agonising trials they However a Chapter selects and trains its Librarians, all
must endure before becoming inducted into the Librarium. Those Adeptus Astartes commanders constantly have their Apothecaries
that do, however, are destined to become among the Chapter’s test the purity of the Chapter’s gene-seed and the strength of
most valuable soldiers, and take their rightful place as some of the the gene-structure of all their Battle-Brothers. While a degree of
Imperium’s most deadly warriors. psychic mutation is accepted, and even welcomed, anything that
falls outside the strict boundaries for Librarian aspirants is dealt
with harshly, lest it pollute the Chapter or bring the unwanted
attention of the Inquisition. For this reason, many of those that
exhibit signs of psychic power are killed and their gene-seed
stored for later examination. This screening and record keeping is
overseen by the Chapter’s Chief Librarian, and over time he will
amass a vast sum of data concerning the likelihood of mutation
within the gene-seed, as well as data on each new Battle-Brother’s
predisposition towards psychic mutation.
roLe wiThin The chaPTer
Librarians are an essential part of a Space Marine Chapter, as
both its keepers of lore, and as its counsellors and diviners.
Since the time of the Horus Heresy and the creation of the
Codex Astartes, it has been the Librarians’ role within the
Chapter to keep its history and guide its leaders, compiling vast
amounts of information on the ways of the Adeptus Astartes
and the nature of its foes. This information is then stored,
catalogued and researched by the Librarians to be called upon
in times of need. The Chapter Master also turns to Librarians
to divine the future, as all Librarians are trained in such arts
and can read the Emperor’s Tarot. In fact the Librarians’ role
as warrior mystics and sources of intelligence and divination
is perhaps their most vital one. Equally as important is their
ability to communicate over vast distances (much in the same
way as Astropaths), connecting the Chapter even if it is spread
out over the breadth of a system or sector. In addition to these
important tasks and abilities, Librarians are often called upon to
serve the Chapter Master in battle, where their potent abilities
can devastate foes. While such a crude application of their gifts
is not their primary function, or even considered their most
valuable contribution to the Chapter, their effectiveness as
psychic warriors cannot be doubted.
182
armour anD markinGs lexicanium VI: Psychic Powers
Space Marine Librarians decorate their power armour with This is the lowest rank among a Chapter’s Librarians, awarded
distinctive markings that set them apart from their other to those who have passed their trials and are deemed fit to
Battle-Brothers and make them instantly recognisable . serve the Chief Librarian. Reporting to the Codiciers, it is the
As dictated by the Codex Astartes, a Librarian’s armour Lexicaniums’ role to aid in the endless task of maintaining,
is painted blue (sometimes a deeper or lighter blue if he studying and cataloguing the vast amount of texts within
belongs to a Chapter whose armour is already blue). He the Librarium. In time of conflict, however, Lexicaniums will
has the markings of his Chapter emblazoned on his left leave the Librarium and take to the battlefield alongside their
shoulder pad, while on his right one he has the Horned Battle-Brothers, using their powers to smite their foes. In time,
Skull or Open Book of the Librarium - ancient and potent and with training and study, a Lexicanium will eventually rise
icons symbolising the power and knowledge that the in rank and take a more active role within the Chapter as
Librarian possesses. He will often wear a tabard or cloak a Codicier.
of yellow bearing a black band, which is embellished
depending on his rank. A Lexicanium’s band is untouched, codiciers
while a Codicier’s has spikes or lightning bolts added to
it, and an Epistolary has both spikes or lightning bolts Codiciers, like Lexicaniums, spend much of their time within
and the addition of a skull placed below the band. Chief the Librarium. They are tasked with organising and overseeing
Librarians are a special case and often display symbols the efforts of the Lexicaniums, while reporting to the higher
that reflect their own personal powers or honours dictated ranking Librarians. By the time a Librarian reaches the rank
by their service to the Chapter. of Codicier, his command of his powers is almost fully
realised and only the truly gifted will advance beyond this
The Librarium point. However, a Codicier’s powers far outclass almost any
other kind of psyker within the Imperium, and their psychic
At the centre of a Chapter’s fortress monastery there abilities are more than sufficient for the Chapter’s purposes.
usually resides a vast sealed chamber, filled from floor to
ceiling with books, scrolls, and data crystals known as the epistolaries
Librarium. Overseen by the Chief Librarian and maintained
by Lexicaniums and Codiciers (supported by a small army of While most Librarians never rise above the rank of Codicier, a
servitors and scribes working ceaselessly), this is the repository few continue to develop their gifts and grow in strength until
of all the Chapter’s knowledge and history. Even within the they attain the rank of Epistolary. Epistolaries fulfil two main
Chapter, few are given access to this chamber and fewer still roles within the Chapter: firstly as potent battle psykers who
have the chance to study its texts. Even the most well-read can combat the deadliest of foes, and secondly as psychic
Imperial scholar or Administratum Adept can only guess at communications officers for their Chapter’s fleet. In this role
the secrets and lore contained within one of the fabled Space they form the basis of the Chapter’s strategic command and
Marine Librariums. This repository is a wealth of knowledge control, directing fleets, coordinating mass planet-drops, and
that the Chapter Master guards well, knowing that in times providing vital intelligence during invasions and assaults.
of need he may have to call upon the counsel of his Librarians
and the lore they possess to guide him in battle. the chief librarian
In the heart of the Librarium there is also a smaller Few if any within the Chapter will ever become Chief
inner chamber, carefully sealed and protected, known as Librarians. So rare are these psychic lords that many Chapters
the Librarius. This is where the Chapter stores its artefacts, have but one or only a handful of these mighty warriors.
trophies, and proscribed texts, many of which are taken from The Chief Librarian is the Master of the Librarium and the
the corpses of heretics and aliens—unfit or too dangerous for keeper of his Chapter’s lore, with encyclopaedic knowledge
the eyes of any but the Chief Librarian. It is often a point of of his Chapter, its enemies, and the Imperium. The Chief
friction between the Ecclesiarchy and the Adeptus Astartes Librarian resides over the training and selection of all new
that the Chapters possess such items or take them from their Librarians, as well as the cultivation of psykers within the
foes in battle. Of course, not even the most reckless Imperial Chapter’s ranks. He is also the closest of the Chapter Master’s
Cardinal would dare consider confronting any Space Marine advisors, providing him with wisdom and knowledge. His
Chapter about this matter. abilities to divine the future are vital to his lord’s decisions.
Chief Librarians very seldom take to the field of battle, as
Librarian ranks their abilities are far more valuable to the Chapter in other
ways. However, when they do take part in a battle, it is a
Within the Chapter, all Librarians hold a rank based on their glorious and terrifying sight to behold as, with the power
level of training and their standing among their peers. In part of their mind, they level fortresses, reduce entire armies
these ranks indicate their principal role, be it on the battlefield to rivers of molten flesh, and split the very sky with fire
or in the Librarium, but they are also used to establish a clear and lightning.
chain of command from the Chief Librarian down to the
lowest Lexicanium.
183
VI: Psychic Powers codex librarians Psychic Powers
in Deathwatch
Each Chapter selects its Librarians in its own way, either from
seed worlds, as it does with the bulk of its Battle-Brother Psychic powers are the physical manifestation of a psyker’s
initiates, or from the ranks of gifted psykers brought to the abilities, and mark him as distinct from any other kind of
Scholastica Psykana. Most Chapters train and test chosen character. In Deathwatch, Psychic Powers are the purview
psykers following the ancient ways laid out in the Codex of Librarian characters and unique to those members of the
Astartes. Librarians of the Ultramarines, Blood Angels, Dark Kill-team with psychic ability. However, during the course
Angels, and Storm Wardens are all trained in this way, and, of their adventures, Battle-Brothers may encounter numerous
with few minor traditional variances, have been taught to live foes with Psychic Powers and abilities. In both cases, the GM
by the word of the Codex. There are, however, a few notable and the players can use the rules presented here to represent
Chapters that do not follow the Codex Astartes and its laws a psyker’s deadly effects.
regarding the treatment and control of psykers.
Psy ratings
bLack TemPLars
Psy Rating (PR) is a raw measure of a psyker’s power and his
Deeply religious and reverent of the Emperor, the Black ability to draw power from the Warp. The higher a psyker’s
Templars are zealots with a deep and abiding hatred of the PR, the more powerful he will be. PR usually ranges between
witch. Such is their disdain of those with psychic powers that 1 (a fledgling Sanctioned Psyker) to 10 (an ancient Chief
they count no Librarians among their number lest they foul the Librarian or fearsome Xenos Witch), though in some special
Chapter’s pristine gene-seed. The tasks of the Librarian, such cases it may go higher. PR is used to determine the strength
as record keeping and the study of lore, are divided among of all Psychic Powers, such as their area of effect, range or
scholarly Battle-Brothers within the Black Templars. Often an damage. To have any access to Psychic Powers, a character
individual Space Marine or Chapter Master will be responsible must have a PR of at least 1.
for maintaining a record of his own deeds—inscribing them on
his armour so that nobody may doubt his courage or lineage. A Librarian starts with a Psy Rating of 3. Unlike other
characteristics, however, Psy Rating is increased by spending
sPace woLves Experience Points in a similar manner to gaining Talents. This
represents the Librarian’s training and natural potential (see
There are few things that are ‘standard’ about the sons of Chapter II: Specialities).
Leman Russ, and so it is no surprise that they treat their psykers
differently to the rest of the Adeptus Astartes. The Space
Wolves do not have Librarians or even a Librarium, scorning
such dusty and lifeless collections of knowledge. Instead they
adhere to the ancient Fenrisian traditions of their ancestors,
and those with psychic gifts become Rune Priests—skalds and
storytellers who keep the Chapter’s practices and history alive
through millennia-old oral tradition. While Rune Priests use
their own powers and train in their own way, they function in
much the same way as other Space Marine Librarians, tapping
into the Warp and drawing forth power to create effects and
shape reality.
Librarian TiTLes
anD sPeciaLiTy ranks
A Librarian’s title within his Chapter is usually not just
a measure of his raw psychic power. This is especially
true for PC Librarians who have been chosen for
the Deathwatch because of their unique abilities and
potential rather than their title. In game terms, this
means that most player Librarians will be Lexicanums,
regardless of their Speciality Rank or Psy Rating. The
higher ranks are reserved for those more closely tied
to their Chapter’s command structure. At the GM’s
discretion, however, PC Librarians may attain (or
come from) higher ranks, but with such powerful titles
always comes much greater responsibility...
184
usinG Psychic Powers • Unfettered: The psyker puts the full weight of his VI: Psychic Powers
ability into the power and embraces the raging powers of
When a psyker, such as a Librarian, wishes to use a psychic the Warp. When a psyker uses a power at the Unfettered
ability he must first choose how much power he is pouring level, he uses his full PR when determining the power’s
into the ability. Then he must make a Focus Power Test (a final effects, and he must also make a Focus Power Test
Willpower Test modified by the level of power) to see if it to see if the power manifests. In addition, when making
manifests. Finally, if the test is successful, the power will take his Focus Power Test, if he rolls a double (both the tens
effect. Depending on how much energy the psyker used, dice and the units dice come up with the same number),
there may also be unforeseen consequences. The step-by-step he will suffer from an unexpected warp event and must
process for using a Psychic Power is described below. roll on Table 6–1: Psychic Phenomena. Note that it
is possible for the psyker to successfully pass his Focus
• Choose the Power Level (Fettered, Unfettered or Power Test (thus activating his power) and still invoke
Push): The power level at which the psyker uses his Psychic Phenomena.
power (reflecting how deeply he is drawing from the
Warp) influences the likelihood of the psyker successfully • Push: The psyker draws deep from the well of the Warp
manifesting the power, and also determines whether and hurls power into his ability in an attempt to manifest
there are any unwanted side effects such as Psychic truly terrifying and wondrous effects. When using a power
Phenomena. at the Push level, the psyker throws caution to the wind
and may add +3 to his Psy Rating when determining the
• Make a Focus Power Test: This is a Willpower Test, the power’s final effects. He must make a Focus Power Test.
difficulty of which depends on the power level chosen. In However, regardless of this test’s result, the psyker will
some cases, the target may Oppose this test (see page 203 automatically generate a disturbance in the Warp and
for Opposed Tests). Whether or not a Focus Power Test must roll on Table 6–1: Psychic Phenomena. Finally,
is an Opposed Test is noted in the power description. Pushing a power is taxing-if a psyker using this level of
power rolls a double on the Focus Power Test, he suffers
• Apply the Effects: Depending on the psyker’s final Psy a level of Fatigue from the effort.
Rating (as determined by the power level he has chosen),
the power will have variable effects such as increased examPLe
range, area of effect or damage. Depending on the factors
described above, the power may also generate Psychic Brother-Librarian Varis is using his Smite power on a particularly
Phenomena or even Perils of the Warp. unlucky Ork. Because he wishes to make sure that the foul creature is
destroyed, he chooses to Push the power, adding +3 (his WP Bonus)
l to his PR of 4. He makes a Focus Power Test (an Ordinary (+10)
Willpower Test) to manifest the power, he works out the power’s
Whenever a psyker uses a power, he is drawing energy from effects (such as range and damage) using his adjusted PR of 7.
the Warp and channelling it into physical effects. However, Because he is using the Push power level, he will also have to roll on
opening such a conduit to the Warp is always dangerous, and Table 6–1: Psychic Phenomena to determine what manner
the psyker incurs a chance of causing disturbances in the Warp of warp disturbances his brutal slaying of the Ork has conjured.
that can have undesired side effects. In extreme cases, these
disturbances may even lead to the opening an uncontrolled t
rift between reality and warp space with potentially fatal
consequences. By minimising the amount of power he draws, A Focus Power test is a Willpower Test that determines
a psyker can reduce or eliminate the chance of side effects whether a functions successful. The amount of time it takes
such as Psychic Phenomena or Perils of the Warp (see pages to make this test is determined by the power being used and
187-188). Equally, he can draw deeper from the well of the may be a Free Action, Half Action, Full Action or Reaction.
Warp to boost his powers beyond his normal capabilities. In most cases, passing a Focus Power Test simply means that
Of course, such power always comes with a greater risk of the power has manifested, while failing the test means that it
unleashing unintended effects or even summoning unwanted has not. However, degrees of success or failure may also play
visitors from the beyond. a part depending on the type and nature of the power being
used. Many powers also indicate an Opposed Willpower Test,
When a psyker uses a power, he has a choice of using it at especially when used against an unwilling foe. In these cases,
three different levels: the Opposed Test is also the Focus Power Test, and even
if the psyker scores better than his opponent but does not
• Fettered: The psyker holds back his full power and roll under his Willpower, the power will still fail. You may
carefully channels energy from the Warp, hopefully using add a bonus to your Focus Power Test equal to 5 times the
just enough to manifest the psychic power but not enough Psy Rating used for the power. A Focus Power roll of 91-00
to trigger unnatural or dangerous effects. When a psyker always fails.
uses a power at the Fettered level, he must make a Focus
Power Test as normal (see below) to manifest the power.
However, regardless of the results of the roll, there is no
danger of triggering Psychic Phenomena. The limited
power involved means that the psyker must halve his PR
(rounding up) when determining the power’s final effects.
185
VI: Psychic Powers examPLe oPPoseD TesTs anD muLTiPLe TarGeTs
Brother-Librarian Varis has turned his attention to the rest of the When a Psychic Power is being used against multiple targets,
Ork’s warband and decides to rend the flesh from their bones and each target may make an Opposed Test against the power’s
send them screaming into the Warp by summoning up a Vortex of effects. Roll once for the psyker. All those opposing him must
Doom. He chooses to use the power at the Unfettered level, and so individually test against this single result. For simplicity’s
uses his PR of 4 to determine its effects. Varis must then make a sake, when there are large numbers of similar minor NPCs,
Challenging (+0) Willpower Test to manifest the power, as it may be more convenient to roll once for all these NPCs to
he is using it Unfettered. speed things up.
susTaininG Psychic Powers DeTecTinG Psychic Powers
Some Psychic Powers can be sustained beyond a single round Psykers are attuned to the Warp, including the currents
as noted in their description. A psyker may sustain such powers and eddies caused by other psykers dipping into the flow
without the need to make further rolls. However, he must use of the Immaterium. When psychic powers are in effect in a
a Half Action each turn to maintain concentration. Should the psyker’s presence, he can make a Psyniscience test in order
psyker be unable to expend a Half Action, fall unconscious, to determine their source (see page 103 for details on the
die or otherwise be unable to maintain the power, it will end. Psyniscience skill and its uses).
It is also possible (but taxing) for a psyker to sustain Perils of the
multiple powers at once. Such a feat still only requires the Warp
psyker to expend a Half Action each turn. However, each
additional power reduces each power’s PR and thus their When a psyker reaches deeper into the Warp to
overall effectiveness. Maintaining two powers at the same power his abilities, there is always the chance
time reduces the effective Psy Rating of both powers by 2. of the Empyrean bleeding into reality, a factor
Maintaining three powers reduces the Psy Rating of all powers that is invariably destructive and damaging. Sometimes this
by 3, and so on. If the Psy Rating of a given power drops to 0, manifestation of the Warp is unique to the psyker, but in
it is no longer maintainable and ends. general it is as unpredictable as the Warp itself. Some effects
can include a dramatic drop in temperature, ghostly voices,
If a character suffers Psychic Phenomena while maintaining feelings of unease, or nearby vegetation shrivelling and dying.
multiple active powers, the additional energy he is channelling In very rare instances, full-scale warp breaches with the direst
is likely to go out of control or otherwise worsen matters, of consequences can occur.
adding +10 to the result rolled on Table 6–1: Psychic
Phenomena for each power he has active. When a psyker uses his power at the Unfettered level or
Push level, he risks generating such a disturbance in the Warp.
cumuLaTive effecTs Any Unfettered Focus Power test that results in a double on
the dice, or any power used at the Push level, means that
Modifiers, characteristic bonuses, and other benefits generated the psyker must roll on Table 6–1: Psychic Phenomena.
by psychic powers do not stack—only the highest applies. Particularly high rolls on this table can result in the psyker
having to roll on Table 6–2: Perils of the Warp.
t
Unless noted in its description, a Psychic Power that directly
targets an individual or thing requires a psyker to have line
of sight towards (or otherwise be ‘aware’ of ) the target. The
target must also be within the power’s stated range.
unnaTuraL characTerisTics
anD Psychic Powers
Creatures and Characters with Unnatural Willpower can
make for shockingly powerful psykers. Characters with
Unnatural Willpower may add the multiplier to their
Psy Rating and any successes on opposed tests as part
of psychic powers (both to enact and resist them).
186
Table 6–1: Psychic Phenomena
d100 Roll Effect VI: Psychic Powers
01-03
04-05 Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that
06-08 doom is about to befall them.
09–11
12–14 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.
15–17
18–20 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
21–23
24–26 Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the
27–29 surface of his mind in a wave of negative emotion.
30–32
33–35 Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10
36–38 metres of the psyker.
39–41
42–44 Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with
45–47 Psyniscience can pinpoint the psyker as the cause.
48–50
51–53 Memory Worm: All people within line of sight of the psyker forget something trivial.
54–56
Spoilage: Food and drink go bad within 5d10 metres of the psyker.
57–59
Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering
60–62 fires within 3d10 metres of him.
63–65 Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the
psyker is plunged into immediate darkness.
66–68
Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.
69–71
Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or
72–74 Charge actions.
75+ Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1
for the rest of the Round. He also gains 1 Corruption Point.
Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must
make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.
Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or
statues of people within this area, they appear to be crying blood.
The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the
psyker must make a Routine (+10) Agility Test or be knocked down.
Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and
unprotected electrics to short out. The psyker is illuminated by eldritch light.
Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain
for a few brief moments. Everyone within this area must test against Fear (1).
Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres
into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules
on Falling Damage).
Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal
creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for
1d10 rounds.
The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in
damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).
Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of
the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)
must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.
Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within
5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).
Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.
Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the
exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points
unless they can pass a Difficult (–10) Willpower Test.
Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of
the Warp.
187
Table 6–2: Perils of the Warp
d100 Roll Effect
The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He
01-05 must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for
1d5 rounds.
VI: Psychic Powers 06-09 Warp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers
1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.
10–13 Psychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within
3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.
14–18 Psy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.
(See page 261 for rules on Falling Damage).
19–24 Soul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for
1 hour and gains 5 Corruption Points.
Locked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic
25–30 state. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,
his mind is freed and restored to his body.
31–38 Chronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10
Rounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness
damage.
Psychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power
39–46 targets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the
beneficial effect is cancelled. Armour is ignored by the damage unless it is warded.
Warp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and
47–55 shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10
Corruption Points.
Vice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker
and a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’
creature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.
56–58 Each individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the
swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends
immediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within
range, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.
He gains 2d10 Insanity Points from this journey.
Rending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is
59–67 rendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear
(3). This effect lasts for 1d5 rounds.
68–72 Blood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10
metres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength
Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils
of the Warp Test. The storm lasts for 1d5 Rounds
Cataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10
73–78 metres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further
powers for 1d5 hours after this event.
79–82 A Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10
metres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter
diagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.
Lost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is
immediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The
83–86 psyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while
possessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.
He may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker
must adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.
Reality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects
87–90 alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects
and Untouchables suffer half the damage rolled.
Something is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into
91–99 existence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly
summoned it. Only its destruction or the death of the psyker will send it back to the Warp.
Destruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never
00 to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince
appears in the psyker’s place.
188
Psychic Powers chaPTer DisciPLines VI: Psychic Powers
The power of a psyker is darkness, fire, and death, given life and Just as the Adeptus Astartes have stored the teachings of
purpose to rend souls and break minds. Librarians past, so too do many Chapters develop their own
forms of psychic disciplines. Calling on their own style of
–First line of the Litany of Lies and Truths warfare and the inherent strengths of their gene-seed, they
have learnt to shape powerful and terrible effects for their
Psychic powers work in much the same way as Talents Librarians to wield. Chapter Disciplines are only available to
or Skills and allow a psyker character to manifest Librarians of the Chapter they represent, reflecting both their
effects and abilities. Librarians are battle psykers and unique training and Primarch-given gifts of blood and spirit.
do not study subtle trickery or a range of minor powers as the
psykers of the Scholastica Psykana might, but rather focus GaininG Psychic Powers
on turning their talents to the mastery of powerful attacks or
potent defences. As a result, they often only learn a handful of As a Librarian advances in Rank, he can spend Experience
powers, each of which would be far beyond the stamina and Points to acquire Psychic Powers in the same manner as
skill of a normal human psyker to master. All Librarians do, he might acquire new Talents. The number of powers the
however, have access to Telepathy and Divination, two of the character may acquire at each Rank is detailed on the Librarian
most ‘commonly’ used psychic abilities. Advancement Table in Chapter II: Specialities.
Psychic powers are divided into four major disciplines: A Librarian character may choose powers from the
Telepathy, Divination, and Codex Disciplines, as well as from
TeLePaThy DisciPLine the Chapter Discipline of his own Chapter without restriction,
provided he meets the power’s prerequisites.
Telepathy is the ability to communicate over long distances
directly into the minds of others. It is a vital part of a t
Librarian’s role within his Chapter as it allows him to
maintain lines of command and relay orders instantly across a Each Psychic Power is presented using the following format:
battle-zone. Telepathy also allows a psyker to read thoughts Name: The power’s name.
and intentions and steal secrets from the minds of others. At Action: The Focus Power Action (see page 239) required
higher levels this can lead to its use as a weapon, breaking a
person’s psyche or even changing the way he thinks entirely. to active the power. This is usually a Free Action, Half Action,
Full Action, Reaction or an Extended Action. In the case
DivinaTion DisciPLine of Extended Actions, the number of Full Actions required
to activate the power is indicated by a number in brackets
Many psykers are gifted with the ability to see into the future (details on Extended Actions can be found on page 236).
or divine the effects of actions before they are undertaken.
Librarians study the discipline of divination so that they Opposed: This states whether or not the power’s Focus
might better guide their Battle-Brothers in combat or to Power Test (see page 185) is Opposed by those targeted by
read and understand the Emperor’s Tarot, allowing them to its effects. Unless stated otherwise, such Opposed Tests are
fathom the meaning of sweeping events. Divination allows a always made using the target’s Willpower. Unless otherwise
psyker to discover hidden truths and grant his allies additional noted, a target that wins an Opposed Test against the psyker
protection by glimpsing into the near future. is completely unaffected by the power.
coDex DisciPLine Range: The range at which the power can be used is
usually expressed in metres or kilometres multiplied by the
Over the millennia the Adeptus Astartes Chapters have PR at which the power was used. If the range is a radius, this
developed and refined the role of the Librarian. Unimaginable is always measured with the psyker at its centre. Radius is also
amounts of lore have been added to their Librariums, and considered a sphere around the psyker and so will extend up
extensive study has been made concerning the use of a and down as well as out.
Librarian’s power. When a Librarian is first inducted into the
order, these are the powers that he will learn. The Codex Sustained: This states whether or not the power can be
Discipline is all about battle and smashing foes or protecting sustained (see page 186). Powers that cannot be sustained will
allies, and it counts among its teachings some of the most last only an instant, occurring during the psyker’s turn.
potent powers known to the Imperium.
Description: This details the power’s game effects,
including any variable effects that the psyker’s Psy Rating has
on the power’s final strength. Whenever a power’s description
refers to the Librarian or Psyker’s PR, it means the PR at
which he manifests the power (including modifiers for
Fettered, Unfettered, and Push) and not his base PR.
189
telePathy Powers sTarTinG Psychic Powers
Telepathy powers may be purchased with Experience Points, A Rank 1 Librarian begins play with any three Psychic
provided the Librarian meets the power’s Prerequisites and
XP Cost as detailed on Table 6–3: Telepathy Powers. Powers chosen from the following list:
Augury Reading
VI: Psychic Powers Table 6–3: Telepathy Powers Avenger Short-Range Telepathy
Power XP Cost Prerequisites Inspire Smite
Astrotelepathy 500 One or more Telepathic Iron Arm
powers
Compel 1000 WP 40+ These powers are gained as part of character creation
and do not the cost the Librarian any Experience Points
Dominate 1000 Compel, WP 50+ to acquire.
Inspire 500 —
Long-range Telepathy 750 WP 40+
Mind Probe 750 Mind Scan l
Mind Scan 500 Long-range Telepathy Action: Full
Opposed: Yes
Short-range Telepathy 500 — Range: 5 metres x PR
Sustained: No
asTroTeLePaThy Description: This power allows the psyker to force others
to briefly act against their will. This power can affect a
Action: Full (see below) number of targets equal to the psyker’s PR. Those affected
Opposed: No must follow a simple command given by the psyker. Some
Range: See Below examples include “Flee”, “Fall”, “Attack your friend.” If the
Sustained: No command is a potentially suicidal act, the target gets a +20
Description: Librarians can use their gifts to send psychic to his Willpower Test. In all cases the command must be
messages and communications across the vastness of the void in achievable in a single round.
the same manner as an Astropath. It is however a task which is
undertaken sparingly, as like much of the rest of the Imperium’s DominaTe
forces Space Marines make extensive use of Astropaths,
reserving their gifted Battle-Brothers for more vital tasks. Action: Full
Opposed: Yes
Any Librarian can use Astrotelepathy, provided he has Range: 10 metres x PR
enough time and skill—sending a message across the stars Sustained: Yes
though is a far cry from communicating with someone on the Description: The psyker may take over the mind of another,
same world or even a vessel in orbit. To send a message the controlling his victim with his will. This power only affects a
Librarian must have at least one power from the Telepathy single target and only if his total Wounds are less than 3 times
Discipline. It requires one full round to activate for every 10 the psyker’s PR. An affected target is controlled by the psyker
words or one image it contains and uses Willpower for its as if he was a puppet. For as long as the psyker maintains the
Focus Power Test. The range is based on the Librarian’s Psy power, he can divide his Actions between himself and the
Rating (see below). target. The dominated target uses its own Characteristics, but
at –10 due to the crudity of the control. Any action deemed
Typically only other Astropaths or Librarians will be able suicidal allows the target an Opposed Willpower Test to try
to receive the message and unless the Librarian has a specific and break the hold.
recipient in mind the GM may have a chance of it reaching
the wrong ears...
Psy Rating Result insPire
Psy Rating 1–3 The message can reach out to a recipient in Action: Half
the same system. Opposed: No
Range: 5 metre radius x PR
Psy Rating 4–6 The message can reach out to a recipient in Sustained: Yes
the same sub-sector. Description: The psyker can bolster his comrades by sending
out waves of reassurance and calm. A number of targets equal
Psy Rating 7–9 The message can reach out to a recipient in to the psyker’s PR immediately overcome the effects of
the same sector. Pinning and gain a +10 resistance against Fear. This effect
lasts as long as the targets stay within range of the psyker, and
Psy Rating 10+ The message can reach out to a recipient in the psyker maintains the power.
an adjacent sector.
190
LonG-ranGe TeLePaThy speed for force), to a minimum of 1 Round. For instance, VI: Psychic Powers
a Librarian with a Psy Rating of 8 could use 4 of his Psy
Action: Free Rating to reduce the time required to a single Round, and
Opposed: No he would then gain information from Table 6–4 as if his Psy
Range: 50 kilometres x PR Rating was 4 (8 –4 = 4).
Sustained: Yes
Description: This functions just the same as Short-range minD scan
Telepathy, but with an extended range. In addition, once the
psyker learns this power, such is his mastery of telepathy that Action: Half
he no longer incurs a chance of invoking Psychic Phenomena Opposed: No
when using either Short- or Long-range Telepathy unless used Range: 200 metres x PR
at the Push power level. Sustaining this power is a Free Action. Sustained: No
Description: The psyker extends his mind to contact and
minD Probe identify other sentient minds within range, even if they are out
of sight, enabling him to garner impressions and information
Action: Extended (5) about the consciousnesses. The level of information gathered
Opposed: Yes depends on PR as detailed on Table 6–5: Mind Scan.
Range: 1 metre x PR
Sustained: Yes Untouchables and other psychically inert creatures are
Description: This power allows the psyker to peel back the invisible to Mind Scan. Individuals with psychic resistance
layers of another’s mind to read the basic surface thoughts or similar protections may also be hidden (the GM may make
and beyond. This power works only against a single target, secret Opposed Willpower tests against the psyker to see if
and if the psyker wants to perform the Probe without the they remain hidden from him).
target’s knowledge, then the psyker takes a –20 penalty to his
Focus Power Test and cannot Push the power. The amount of Table 6–5: Mind Scan
information the psyker gains from the probe depends on his
PR as detailed on Table 6–4: Mind Probe. The Librarian PR Results
has the option of using some of his Psy Rating to reduce the
number of rounds required to use this power instead (trading The psyker gains a crude impression of the number
1–2 of conscious minds within range of the power, and
their general position in relation to him.
As above, plus the psyker knows the number, general
Table 6–4: Mind Probe 3–4 location, and relative ‘strength’ of conscious minds
within range of the power, and can determine if these
PR Results minds have any psychic ability.
The psyker makes initial contact and learns basic As all the above, plus the psyker may attempt to
5–7 initiate telepathic communication with any of the
1–3 information about the target such as his name, mood,
minds he has discerned.
Insanity level, and the state of his physical health.
As all the above, plus the psyker may attempt to
As above, plus the psyker can sense the thoughts
8+ carry out a Mind Probe on one of the minds he has
4–5 uppermost in the target’s mind such as immediate
fears/concerns, conscious lies, etc. The psyker also contacted.
learns the target’s Corruption Level.
As all the above, plus the psyker can sort through the shorT-ranGe TeLePaThy
target’s memories over the last 12 hours. The psyker
6–7 can also glean less casual information that the subject Action: Free
hides, such as simple passwords or recent secret Opposed: No
experiences. Range: 50 metres x PR
Sustained: Yes
As all the above, plus the psyker gains detailed Description: The psyker can send his thoughts into the
information about people, places or objects that the minds of those around him, touching a number of targets
target considers important, as well as how these all equal to his PR. The targets can be a select group, either
relate to each other. The psyker learns about the individuals the psyker can see or minds he is familiar with
8–9 target’s beliefs, motivations, and personal goals, as within the power’s range. Alternatively, the psyker can choose
well as any contacts or complicated hidden ciphers to make a generalised broadcast to every mind within range
the target might know about. The psyker also indiscriminately. An affected mind’s processes are still affected
becomes aware of the pivotal moments in the target’s by the structure of language, and if telepathy is attempted
life. without a shared language, the power suffers a –20 penalty.
Targets who do not wish to be open to such a communication
As all the above, plus the psyker may plunder the can resist with an Opposed Willpower test. Sustaining this
power is a Free Action.
target’s mind at will. Any information contained in
10+ the target’s psyche is an open book for the psyker.
The psyker can also use this technique to break
down implanted memories or personalities within the
target.
191
divination Powers As with all forms of divination, the GM may decide how
much or how little information the psyker can garner. The
Divination powers may be purchased with Experience Points, Warp is a capricious thing and seldom gives straight answers,
provided the Librarian meets the power’s Prerequisites and often wrapping truths in riddles and lies.
XP Cost as detailed on Table 6–6: Divination Powers.
DivinaTion
VI: Psychic Powers Table 6–6: Divination Powers
Action: Extended (3)
Power XP Cost Prerequisites Opposed: No
Range: Special
Augury 500 — Sustained: No
WP 40+ Description: The psyker can use this power to locate and
Divination 750 Psychometry, WP 40+ track down a single object or person in his immediate vicinity.
WP 40+ The psyker can find anything, but there must be some degree
Lifting the Veil 1000 Augury of familiarity. Touching a lock and trying to find the key to
that lock is fine, but just thinking “I want a key” without a
Possibility Shield 1000 corresponding lock won’t work. In the same vein, the psyker
must have seen the person he wants to find, or the subject’s
Psychometry 500 true name. The psyker’s Focus Power Test is modified as
follows:
Reading 500 —
• The psyker is intimately familiar with target (e.g., he
auGury knows the subject well, or has an item that has been
with the subject for a long time): +10
Action: Extended (10)
Opposed: No • The psyker possesses a portion of the subject (e.g., a
Range: Special fragment from the item, a lock of hair from a person,
Sustained: No etc.): +5
Description: By reading the Emperor’s Tarot for a specific
individual, the psyker can grant insight into what troubles lay • The subject is surrounded by others of its kind (e.g., a
ahead. During the reading both the psyker and the subject must coin in a purse of coins, a person in a crowd, etc.): –10
remain in contact and no other actions may be taken by either of
them. The psyker must then ask a specific question. It can be as • The subject is within 50 metres x PR of the psyker: +5
detailed as “What must my Battle-Brothers overcome if they are • The subject is over 2 km away from the psyker: –10
to enter the Patriarch’s lair?” or as broad as “What dangers face the If the psyker successfully manifests the power, and the
Chapter?” After that, the psyker reads the Emperor’s Tarot for the subject is within a number of kilometres equal or less than
subject as they both concentrate on the question asked. At the end the psyker’s PR rating, he will get a rough idea of where the
of this time the psyker interprets the Tarot and garners the results subject is located, based on his PR as detailed on Table 6–8
depending on his PR as detailed on Table 6–7: Augury. Divination.
Table 6–7: Augury
PR Results
1–3 The psyker determines the most dangerous
opposition that the subject will face.
As above, plus the psyker also determines other Table 6–8: Divination
4–6 negative forces that may be present. The psyker can
determine as many forces as his PR. PR Results
As all the above, plus the psyker determines the best 1–3 The psyker knows the rough direction of the subject.
7–8 advantage or tool that the subject can use for the The psyker knows the specific direction of the
subject, and roughly how far away it is.
situation. 4–6
As all the above, plus the psyker may offer a single 7+ The psyker knows the specific direction of the
9+ sentence of advice to the subject concerning the subject, and exactly how far away it is.
clearest path to their answer.
nPc anD enemy Psykers
The majority of the powers presented in this chapter are intended for use only by Space Marine Librarians, most notably
those of the Chapter and Codex Disciplines. However, during their adventures the Battle-Brothers are almost certain to
come into contact with enemy psykers such as foul Chaos Sorcerers or Xenos witches, and may even make use of psychic
allies such as Imperial Primaris Psykers or Astropaths. In both cases the Telepathy and Divination Disciplines (powers that
most psykers have access to) can be used as a basis for the powers of these characters. Particularly powerful or notable
enemies may then have their own unique powers as part of their statistics (see Chapter XIV: Enemies and Adversaries
for more details) or the GM may adapt Space Marine Psychic Powers for enemy use.
192
l of clothing or weapon. The level of information he gains depends
on his PR as detailed on Table 6–10: Psychometry.
Action: Extended (5) Table 6–10: Psychometry
Opposed: No
Range: 10 metres radius x PR PR Results
Sustained: No
Description: Lifting the Veil is an extension of the art of 1–3 The psyker detects the strongest emotion associated VI: Psychic Powers
Psychometry and allows the psyker to look beyond individual ith the area or object.
psychic traces and relive the past of a place or item. As with
Psychometry, the psyker can gain rough impressions from an 4–5 As above, plus the psyker can discern the general
object or a general area as long as it falls within the power’s features of the person who experienced the emotion.
radius. The level of information gained is dependent on the level
of power used, as detailed on Table 6–9: Lifting the Veil. 6–7 As all of the above, plus the psyker gets a clear image
of the person who experienced the emotion.
8–9 As all of the above, plus the psyker can identify the
person’s occupation (e.g. Career and Rank).
Table 6–9: Lifting the Veil 10+ As all of the above, plus the psyker can determine the
person’s name.
PR Results
1–3 The psyker detects the strongest emotion associated g
ith the area or object.
Action: Full
As above, plus the psyker sees the general features Opposed: No
Range: 5 metres x PR
4–5 of the people who experienced the emotion, and a Sustained: Yes
Description: Diviners can read a person’s aura, the unconscious
rough impression of the events that transpired. projection of his being in to the Warp. This is a very pale shadow,
unnoticed by most beings, but a diviner can study this aura to
As all of the above, plus the psyker gets a clear image learn about the person. When the psyker activates divination,
he can attempt to read the aura of any person he can see. The
6–7 of the events from the area that left the strongest level of information he gains depends on the PR at which he
manifests the power as detailed on Table 6–11: Reading.
psychic impressions.
A psyker can only maintain this power on one target. If he
As all of the above, plus the psyker can identify all wishes to divine the well-being of a different person, he must
activate the power again.
8–9 participants from that strongest event, including their
careers, ranks, and names.
As all of the above, plus the psyker determines other
10+ events that may have occurred in the area, in order
of the relative strength of their psychic impressions,
and gets a clear image of each event.
ld Table 6–11: Reading
Action: Half PR Results
Opposed: No
Range: 5 metre radius x PR The psyker gains superficial impressions about the
Sustained: Yes
Description: Using his understanding of future events and target person. This includes the three strongest
his perception of the flow of time, the psyker surrounds
himself and nearby allies in a possibility shield. While this emotions that the subject is currently experiencing, his
power is active, the psyker and a number of allies equal to
his PR within range of the psyker gain a +10 bonus to one 1–3 race, whether or not he has any psychic powers, and
roll each Round. In addition, due to his ability to see attacks
before they are coming the psyker himself adds +5 x PR to a rough idea of his state of mental and physical well-
all Dodge and Parry Tests.
being. Lastly, the psyker determines whether the target
PsychomeTry
is an Untouchable.
Action: Extended (10)
Opposed: No As above, plus the psyker gets a deeper insight into
Range: Touch
Sustained: No all of the target’s feelings, and gains +10 to all
Description: Learning to read the Emperor’s Tarot is in part
the act of learning to divine the Emperor’s word from psychic Fellowship Tests he makes against the target while
impressions. Refining this skill allows the psyker to learn more
about others from the crude psychic traces they leave behind on 4–5 Reading is active. The psyker also gets a better idea
objects in the world around them. In this form, the psyker can about the target’s physical state, including his current
gain rough impressions from a personal object such as an article
Wounds and Fatigue levels. Finally, if the target has
psychic abilities, the psyker can sense his power and
find out his Psy Rating.
As all of the above, plus the psyker determines how
many Insanity points the target has, as well as which
6–7 addictions or madness he might be suffering from. If
the target has psychic abilities, the psyker determines
which discipline(s) he possesses.
As all of the above, plus the psyker determines how
8+ many Corruption points the target has. Also, the
psyker can determine if the aura is genuine, or has
been produced by some other means.
193
VI: Psychic Powers Codex Powers Description: The Librarian summons up the ancestors of his
Chapter and shapes them into a flaming vengeful avatar of
Codex powers may be purchased with Experience death. The construct then billows forward to incinerate those
Points, provided the Librarian meets the power’s in its path. The Avenger power works exactly like a shot from
Prerequisites and XP Cost as detailed on Table 6–12: an Adeptus Astartes heavy flamer (see page 145), with all the
Codex Powers. usual chance to hit and set targets on fire. However, due to the
horrific nature of the psychic flames, the Penetration of the
Table 6–12: Codex Powers attack is equal to 2 x PR.
Power XP Cost Prerequisites force Dome
Avenger 500 — Action: Full
Force Dome 1500 WP 40+ Opposed: No
Range: 5m x PR radius
The Gate of Infinity 2000 Rank 5, WP 50+ Sustained: Yes
Iron Arm 500 — Description: Summoning up a shimmering field of force, the
Machine Curse 1000 WP 45+ Librarian fashions a shell around himself and nearby allies.
Might of the Ancients 1000 — The shell is a sphere extending up to the radius around, above,
Smite 500 — and below the Librarian and protecting him and any within
it. The shell provides 2 AP x PR against all kinds of ranged
Veil of Time 1500 Rank 3, WP 40+ attacks or hazardous environmental effects (this additional
Vortex of Doom 2000 Rank 5, WP 50+ protection stacks with any worn Armour), even trapping air
and water within it. However, it does not stop melee attacks
avenGer or creatures (friend or foe) that may pass through it without
restriction.
Action: Full
Opposed: No The GaTe of infiniTy
Range: 30m
Sustained: No Action: Extended (3)
Opposed: No
Range: Self
Sustained: No
Description: Rending the veil between worlds, the Librarian
creates a rift through which he and his allies might pass. The
Librarian chooses an exit point for the rift at any point within
10 kilometres x PR. The size of the rift depends on the power
used to create it, and it will have a width and height of 2
metres x PR. The rift will remain open for 1 Round x PR or
until the Librarian himself passes through it, at which time it
will instantly close. While it remains open, creatures may pass
through the gate freely provided they can fit.
This power is incredibly taxing and requires at least 12
hours recovery before it may be used again.
iron arm
Action: Half or Reaction
Opposed: No
Range: Self
Sustained: Yes
Description: The Librarian sheathes his arm in an
impenetrable field of energy with the power to ward off
powerful melee attacks. While this power is in effect, the
Librarian gains one additional Reaction each round that may
only be used to parry, with a bonus on the Weapon Skill Test
to parry equal to 3 x PR. Note that this power prevents the
Librarian from using his arm for any other purpose, such as
wielding a weapon, climbing, and so on.
194
machine curse which he may only use for himself. Any re-rolls not used by VI: Psychic Powers
the beginning of the Librarian’s next turn are lost. Remember
Action: Full that a re-roll may never itself be re-rolled.
Opposed: No
Range: 20m x PR vorTex of Doom
Sustained: No
Description: The Librarian calls down a terrible curse on Action: Full
nearby machines and vehicles. The Librarian can either target a Opposed: No
single vehicle (such as a battle tank or landspeeder) or a number Range: 10m x PR
of mechanical devices (such as guns or servitors) equal to his PR. Sustained: No
If a single vehicle is targeted then it may not move or fire any of Description: With an utter disregard for reality, the Librarian
its weapons for a number of Rounds equal to the Librarian’s PR as opens up a flickering vortex in the fabric of space and time. The
it shorts and sparks alarmingly. If a number of mechanical devices vortex is 2 metres in diameter and may be placed anywhere
are chosen then they will be rendered useless for the following within range of the psyker. Once created, however, the Librarian
Round. Guns will jam (see page 249) and must be unjammed has no more control over it. Each Round after its creation the GM
before they can be used. Warded vehicles and devices may be should roll a dice for the vortex. On a 1–4 its diameter shrinks by
resistant or even immune to this power at the GM’s discretion. 1 metre, on a 5–8 its diameter grows by 1 metre, and on a 9-0
its diameter grows by 2 metres. If the vortex is ever reduced to 0
miGhT of The ancienTs diameter then it vanishes. The GM then rolls a random direction
for the vortex to travel 2d10 metres (use the Scatter diagram from
Action: Half page 248). Anything that touches the vortex, either when created
Opposed: No or as it moves, must make a Challenging (+0) Agility Test or
Range: Self suffer 1d10 Energy damage x PR. Those killed by the vortex are
Sustained: Yes sucked away into the Warp and lost forever.
Description: Tapping into the deadly powers of the Immaterium,
the Librarian infuses himself with psychic energy increasing his Having an open rift to Warp is dangerous to the souls
psychical prowess and strength of arms to exceptional levels. of anyone present. The first time any creature (including
While this power is in effect, the Librarian’s melee attacks all have the Librarian) comes within 10 metres of the vortex, it
their Damage and Penetration increased by a number equal to must make a Hard (–20) Willpower Test or gain 1d5
his PR. Corruption Points.
smiTe
Action: Half
Opposed: No
Range: 10m x PR
Sustained: No
Description: The Librarian conjurers up lethal bolts of
lightning that leap from his hands to burn and blast his
enemies into ash. Smite must be targeted at a single creature.
However, it may effect others nearby depending on its power.
The Librarian does not need to make a BS test to hit the
target. However, his Focus Power Test is modified as if he was
making a ranged attack (using bonuses and penalties for range,
lighting, enemy talents, etc.). Smite deals 1d10 Energy Damage
x PR with a Penetration equal to his PR. Any creatures within
1 metre x PR of the target will also be affected by Smite.
veiL of Time
Action: Half
Opposed: No
Range: 5 metre radius x PR
Sustained: Yes
Description: The Librarian attempts to predict the near
future, seeing the flow of events and the actions of others.
While this power is in effect, the Librarian benefits from this
foreknowledge. . Each Round, the Librarian has a pool of re-
rolls, equal 1/2 to the PR used for this power (rounding up),
195
VI: Psychic Powers Blood Angels fear The Darkness
Powers
Action: Half
Only Blood Angels Librarians have access to Blood Opposed: Yes
Angels Psychic Powers. These powers may be Range: 25 metres x PR
purchased with Experience Points, provided the Sustained: Yes
Librarian meets the power’s Prerequisites and XP Cost as Description: Casting a psychic shadow across the battlefield,
detailed on Table 6–13: Blood Angels Powers. the Librarian fills his foes with intense dread and terror. This
power affects a number of foes equal to the Librarian’s PR.
bLooD boiL Those affected by this power count all enemies as having the
Fear 1 (Frightening) Trait. Enemies that already cause Fear
Action: Half have their Fear level increased by 1 (to a maximum of Fear 4)
Opposed: Yes against those affected by this power. If this power is sustained,
Range: 10 metre x PR targets may make a Willpower Test with a penalty of –5 x PR
Sustained: No at the start of each of their turns to shake off the effects.
Description: With a blast of psychic power, the Librarian
superheats the target’s blood, flash-boiling it and causing it miGhT of heroes
to burst from their eyes, mouth, and ears. This power can
only be used against a single target. The target of a Blood Action: Half
Boil will suffer 1d10 Energy damage plus 2 extra points Opposed: No
of damage x PR (to a maximum of 1d10+20) which is not Range: Self
reduced by armour or Toughness. If the target is killed by this Sustained: Yes
attack then he explodes in a crimson shower, spattering those Description: Focusing his will, the Blood Angels Librarian
nearby with scalding blood. All creatures within 5 metres of enhances his strength and summons up a deep well of rage.
an exploding target take 2d10 Energy damage to their least While this power is in effect, the Blood Angels Librarian adds
armoured location. +5 x PR to his Strength (to a maximum of 95), with any
corresponding increase to his Strength Bonus.
Manifesting Blood Boil is taxing for a Librarian, and
inflicts 1 level of fatigue upon him, whether or not the shackLe souL
target resists.
Action: Full
bLooD Lance Opposed: Yes
Range: 10 metres x PR
Action: Half Sustained: Yes
Opposed: No Description: Reaching into the soul of his foe, the Librarian
Range: 10 metres x PR binds it in powerful bands of psychic energy. This power
Sustained: No affects a single creature chosen by the Librarian. The Blood
Description: The Librarian throws out his arm and hurls a Angel may choose to prevent those affected by the power
blazing crimson lance that impales anything in its path. The from doing one of the following things on its next turn:
Blood Lances traces a straight line from the Librarian out to moving, making a range attack, making a melee attack or
the extent of the power’s range. Any creature (friend or foe) using a Psychic Power. If this power is sustained then the
that the lance passes through suffers 1d10 x PR Rending Librarian must win an Opposed Willpower Test each turn to
damage that is not reduced by Toughness Bonus. Armour and affect the target, though he may choose a different action to
cover protect as normal. prohibit from Round to Round. If the target ever wins the
Opposed Test then the power immediately ends.
Table 6–13: Blood Angels Powers
winGs of sanGuinius
Power XP Cost Prerequisites
Action: Full
Blood Boil 1500 Rank 3, WP 40+ Opposed: No
Blood Lance 1000 — Range: Self
Fear the Darkness 1000 WP 40+ Sustained: Yes
Might of Heroes 500 — Description: The Librarian sprouts a pair of blood red wings
Shackle Soul 1000 WP 50+ of psychic energy from his back that can bear him aloft. While
this power is in effect, the Librarian gains the Flyer Trait (see
page 132) with a Movement equal to his PR.
Wings of Sanguinius 2000 Rank 5, WP 50+
196
Dark Angels him. While this power is in effect, the Librarian is immune VI: Psychic Powers
Powers to the effects of all Telepathy powers unless created by a
psyker with a Willpower greater than his own. In addition,
Only Dark Angels Librarians have access to Dark the psyker suffers no ill effects to Cohesion or Willpower as
Angels Psychic Powers. These powers may be a result of Fear.
purchased with Experience Points, provided the
Librarian meets the power’s Prerequisites and XP Cost as minD worm
detailed on Table 6–14: Dark Angels Powers.
Action: Full
force barrier Opposed: Yes
Range: 10 metres x PR
Action: Full Sustained: Yes
Opposed: No Description: Driving deep into the target’s mind, the
Range: Self Librarian implants the seed of doubt and remorse, crippling
Sustained: Yes the creature with indecision and guilt. This powers works
Description: Wrapping himself in a blanket of power, the against a single target. Those affected by the power suffer
Librarian creates a potent but static psychic shell over himself. a –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum
While this power is in effect, and as long as the Librarian does of 05). If this power is sustained then the target may make a
not move, he gains 3 AP x PR to all locations. In addition, if new Opposed Willpower Test at the start of each of its turns
this power is manifested with a PR of 5 or more, all ranged to end the effects.
attacks count as having a Penetration of 0.
This power also confers a +30 bonus to the psyker’s
heLLfire Interrogation skill.
Action: Half True sTrike
Opposed: No
Range: 50 metres x PR Action: Half
Sustained: No Opposed: No
Description: The Librarian summons a torrent of psychic fire Range: Self
to burn and char his foes. He may pick a point within range Sustained: No
and engulf it in a cloud of flame with a radius of 2 metres x Description: Deadly against those with the psychic gift, the
PR. All those within the area will suffer 1d10 Energy damage effects of a True Strike can smash an enemy psyker’s mind
x PR. In addition, all those within the area of effect must to pieces. If the Librarian performs a melee attack against a
make Challenging (+0) Agility Tests or be set on fire (see psyker (an individual Psy Rating of at least 1) within 1 Round
page 260). x PR of activating the power, a successful attack will inflict an
additional 2 points of damage x PR which cannot be reduced
mask of shaDows by armour or Toughness. In addition, an individual suffering
damage from this power must make a Hard (–20) Willpower
Action: Half or Reaction Test or lose access to his Psychic Powers for 1 Round.
Opposed: No
Range: Self This power has no additional effects on individuals without
Sustained: Yes a Psy Rating of at least 1.
Description: Covering his thoughts in darkness, the
Librarian hides his mind from sight, confounding the efforts weaken resoLve
of enemy psykers or fearsome foes to psychically engage
Action: Half
Table 6–14: Dark Angels Powers Opposed: Yes
Range: 5 metres x PR
Power XP Cost Prerequisites Sustained: Yes
Description: The Dark Angels Librarian forces his way into
Force Barrier 1500 WP 40+ the minds of his foes, robbing them of their will to fight and
Rank 3, WP 40+ eroding whatever resistance they possess. This power can affect
Hellfire 1000 WP 50+ a number of foes equal to the Librarian’s PR. Those affected
Rank 5, WP 50+ have their Willpower characteristic temporarily reduced by
Mask of Shadows 1000 — –5 x PR (to a minimum of 1). This has corresponding effects
on their Willpower Bonus. If this power is sustained, targets
Mind Worm 1500 are allowed a new Opposed Willpower Test (using their
reduced Willpower) to end its effects on them at the start of
True Strike 500 each of their turns.
Weaken Resolve 500 —
197
VI: Psychic Powers Space Wolves (+0) Agility Test, he reduces this damage by half (round up).
Powers This power can only be used outside under an open sky.
Only Rune Priests have access to Space Wolves Psychic sTorm caLLer
Powers. These powers may be purchased with
Experience Points, provided the Librarian meets Action: Full
the power’s Prerequisites and XP Cost as detailed on Table Opposed: No
6–15: Space Wolves Powers. Range: 5 metre radius x PR
Sustained: Yes
fury of The woLf sPiriTs Description: The Rune Priest invokes the ancient rites of
ice and snow, calling up a blizzard of psychic energy around
Action: Full himself and his allies. While this power is in effect, the Rune
Opposed: No Priest and all allies within the power’s radius become shrouded
Range: 5 metre radius x PR in ethereal mist. All ranged attacks they make, or that are made
Sustained: Yes against them, suffer a penalty of –5 x PR. Any ally who moves
Description: The Rune Priest summons up the spirits of outside the range of the power immediately loses its effects.
the Thunderwolves, Freki the Fierce and Geri the Cunning,
unleashing them upon his foes. As long as this power is sustained, TemPesT’s wraTh
the Rune Priest is flanked by two spectral wolves that he may
direct against his foes with a verbal command. The wolves cannot Action: Full
be damaged by attacks nor can they be grappled (though effects Opposed: No
that end or disrupt the power will affect them as normal). They Range: 150 metre radius x PR
also cannot stray outside the range of the power. Each Round Sustained: Yes
on the Librarian’s Initiative, each wolf may make a single melee Description: In a fearsome display of power, the Rune Priest
attack against any target within range (they move automatically calls upon the spirits of wind, storm, and snow, tearing the
into contact with their foe and are not impeded by any kind air with gales and tempests. While this power is in effect, any
of terrain). Each attack will automatically hit unless Dodged or creature with the Hoverer or Flyer trait must pass a Strength
Parried. Freki’s bite inflicts 1d10 x PR Rending damage, while Test at a penalty of –5 x PR to move through the air. Even
Geri’s Bite inflicts 1d5 x PR Rending damage with a Penetration those that pass the test have their Movement reduced by half.
of 3 x PR. Any target that takes damage from either Freki or Geri Flying vehicles are also affected, and their pilots suffer a
must make a roll on the Shock Table (unless the target is immune penalty of –5 x PR on all Skill tests they must make to operate
to Fear) adding the damage taken to the result. their craft. Flying vehicles also have their speed reduced by
half. Finally, ranged attacks inside, into or out of the radius
g of effect have their shots fouled by the winds. Thrown and
Primitive ranged weapons suffer a penalty of –5 x PR to hit,
Action: Full while all other ranged weapons suffer a penalty of –2 x PR to
Opposed: No hit. This power may only be used on the surface of a planet
Range: 30 metre radius x PR with atmosphere, and even then, the power only functions
Sustained: Yes when outside of a building or other confined space.
Description: The Rune Priest cries out to the sky and calls
forth a dancing bolt of sentient electricity arcing down from the p
heavens. While this power is in effect, the Rune Priest can direct
the bolt of lightning against any target within range, changing Action: Full
targets between turns regardless of how far apart they are. Those Opposed: No
struck by the lightning will suffer 1d10 x PR Energy damage Range: 10 metre radius x PR
with the Shocking quality. If the target passes a Challenging Sustained: No
Description: With a word of power and a clap of his mighty
Table 6–15: Space Wolves Powers hands, the Rune Priest creates a deafening crack of thunder
that rolls across the battlefield. All those within range of this
Power XP Cost Prerequisites power (friends or foes, though not including the Rune Priest)
Fury of the Wolf Spirits 2000 Rank 5, WP 40+ suffer 1d5 x PR Impact damage. This damage is reduced by
Living Lightning 1000 WP 40+ Toughness as normal. However, only armour worn on the
Storm Caller 500 — head protects against it. In addition, anyone suffering damage
Tempest’s Wrath 1000 WP 50+ from this attack must make a Toughness Test with a penalty
Thunderclap 500 — of –5 x PR or be deafened for 1d10 rounds (see page 260
for the effects of being deafened). Finally, fragile objects such
as mundane glass, crystal or fine ceramics within the power’s
range are shattered (though the GM has the final say on
whether an object is affected).
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Storm Wardens target. The target suffers 1d10 Energy damage x PR counting VI: Psychic Powers
Powers as having the Shock Quality (see page 144). If this power is
sustained, the target suffers 2d10 Energy damage in each of
Only Storm Wardens have access to Storm Wardens the Librarian’s turns.
Psychic Powers. These powers may be purchased
with Experience Points, provided the Librarian hammer of The emPeror
meets the power’s Prerequisites and XP Cost as detailed on
Table 6–16: Storm Wardens Powers. Action: Extended (5)
Opposed: No
ancesTors’ raGe Range: 1 kilometre x PR
Sustained: No
Action: Full Description: With the power of an orbital barrage, the
Opposed: No Librarian calls down a mighty hammer of psychic energy
Range: 1 metre x PR with the power to lay waste to entire towns. The Librarian
Sustained: Yes chooses a point within range and calls down the Hammer.
Description: Calling upon the talents of dead heroes, the The Hammer has a radius of 100 metres x PR. Anything
Librarian instils within himself or another exceptional skill at within the area of effect is subjected to a moderate earthquake,
arms. While this power is in effect, the Librarian or a target inflicting 3d10 x PR damage on all structures, possibly causing
of his choosing gains a number of Exotic Melee Weapons them to collapse. Creatures within the area must make a Hard
Talents of his choice equal to his PR, and increases his WS (–20) Agility Test to remain standing. This power cannot
by +5 x PR (to a maximum of 95). be used Fettered, and does not work indoors. This power is
extraordinary taxing and inflicts 1d5 levels of Fatigue on the
caLL To arms Librarian. In addition, the Librarian may not attempt to use
the power again for at least 24 hours.
Action: Extended (2)
Opposed: No At the GM’s discretion, falling buildings and raining debris
Range: 10 metre radius x PR may inflict 3d10 I damage on those in the area of effect who
Sustained: Yes fail a Challenging (+0) Agility Test.
Description: Plunging his will into the Immaterium, the
Librarian calls forth ancestral spirits to fight on his side, and mark of scorn
summons up a number of ancestral warriors equal to his PR
to fight for him. These warriors use the Imperial Guardsman Action: Half
profile on page 376 and are armed and armoured as detailed Opposed: Yes
there. They will not stray beyond the range of the power nor Range: 5 metres x PR
can they be used for anything but combat. When they are Sustained: Yes
killed, both they and their gear will vanish into smoke. Description: The Librarian casts a curse upon one of his
foes, marking him for death at the hands of the righteous.
g This power only works on a single target. The target becomes
Marked, and all successful melee attacks against him will gain
Action: Half a bonus to damage equal to the Librarian’s PR. In addition,
Opposed: Yes any instances of Righteous Fury (see page 245) from melee
Range: 5 metres x PR attacks against him automatically occur without the need to
Sustained: Yes pass a WS test.
Description: The Librarian encases one of his foes in a
crackling cage of lightning, searing his flesh and contorting ll
his muscles. This power may only be used against a single
Action: Half or Reaction
Table 6–16: Storm Warden Powers Opposed: No
Range: Self
Power XP Cost Prerequisites Sustained: Yes
Description: The Librarian covers himself in a fine reactive
Ancestors’ Rage 500 — psychic shield that gets stronger the more force brought
WP 50+ against it. While this power is in effect, all attacks against
Call to Arms 1500 — the Librarian have their Penetration reduced by an amount
Rank 5, WP 60+ equal to his PR (to a minimum of 0). In addition, attacks that
Crown of Lightning 1000 — ignore armour completely have this special ability negated by
this power, instead inflicting normal damage against whatever
Hammer of the Emperor 2000 armour the Librarian is wearing.
Mark of Scorn 500
Thunders Shell 1500 Rank 3, WP 40+
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